<!--`QuoteBegin-skull`+--><div class='quotetop'>QUOTE(skull)</div><div class='quotemain'><!--QuoteEBegin-->Aye CCC,but coordinates for Morgan Pack Islands would be locked in DLL as Nathan says <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid="

" border="0" alt="par-ty.gif" />[/quote]
Ummm, I see... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid="

ops2" border="0" alt="oops3.gif" /> Secretive bunch, those Russian modders <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid="

" border="0" alt="rolleyes.gif" /> .
But the new islands are superimposed on the original map, right? So the coordinate system is the same?
I have recently worked a little bit with the map, and i "decoded" the coordinate system in a very oldfashioned way: by noting the coords of towns and beaches on a printout of the map and interpolating the coordgrid with pencil and ruler
That way it looks like the `x-axis` runs roughly from south to north (bearing 10 deg) and the `z-axis` `west-east` (100 deg). The `y-coord` seems to be the height, so it's always between 0 and 30. The center of the grid is between Oxbay and Falaise.
Another way to determine coords is to insert "markericons" that mark the scale of the grid into worldmap_init.c, like this:
//Name ccc markericon
worldMap.islands.FaleDeFler.locations.city2.name = "FShore 2";
//Geometry parameters
worldMap.islands.FaleDeFler.locations.city2.move = "false";
worldMap.islands.FaleDeFler.locations.city2.position.x = 0.0;
worldMap.islands.FaleDeFler.locations.city2.position.y = 2.905003;
worldMap.islands.FaleDeFler.locations.city2.position.z = 0.0;
worldMap.islands.FaleDeFler.locations.city2.position.ay = 0.0;
worldMap.islands.FaleDeFler.locations.city2.modelName = "leaf";
worldMap.islands.FaleDeFler.locations.city2.visible = "true";
worldMap.islands.FaleDeFler.locations.city2.move = "true";
//Label
worldMap.islands.FaleDeFler.locations.city2.label.text = "Coord x 0 z 0";
worldMap.islands.FaleDeFler.locations.city2.label.icon = -1;
worldMap.islands.FaleDeFler.locations.city2.label.visible = "true";
//
//Name ccc markericon
worldMap.islands.FaleDeFler.locations.city3.name = "FShore 3";
//Geometry parameters
worldMap.islands.FaleDeFler.locations.city3.move = "false";
worldMap.islands.FaleDeFler.locations.city3.position.x = 100.0;
worldMap.islands.FaleDeFler.locations.city3.position.y = 2.905003;
worldMap.islands.FaleDeFler.locations.city3.position.z = 0.0;
worldMap.islands.FaleDeFler.locations.city3.position.ay = 0.0;
worldMap.islands.FaleDeFler.locations.city3.modelName = "leaf";
worldMap.islands.FaleDeFler.locations.city3.visible = "true";
worldMap.islands.FaleDeFler.locations.city3.move = "true";
//Label
worldMap.islands.FaleDeFler.locations.city3.label.text = "Coord x 100 z 0";
worldMap.islands.FaleDeFler.locations.city3.label.icon = -1;
worldMap.islands.FaleDeFler.locations.city3.label.visible = "true";
These will show up as little islets (after starting new game), and by adding a bunch of these and shuffling them around you can determine any position on the map. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid="

" border="0" alt="keith.gif" />