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Ultimate Elden Ring Map Resource Pack
About This Mod
It contains a full-resolution map (9728x9216) composed of the game's texture files (both world and dungeons), as well as all the map icons and markers from the game's texture atlas. Fully detailed (PNG) and compressed (JPG) versions of the map are available. Icons and atlas of icons are presented in PNG format with the preservation of transparency.
Information.
It's more of a resource than a fashion. It provides a collection of in-game assets in PNG/JPG (map) format or in logical file structure (icons). These resources were extracted from the game's version 1.04 files (including some early map changes, such as the area north of Iji in the Karia Manor region). If the map changes in future updates (or if errors are found in existing resources), the files will be updated.
Use these images to create your own map system, print posters, use them as desktop wallpaper, or as web application resources. These files are not intended for use in the game. Avoid asking the question "how would you use them in the game".
A small note about the size of the map: the entire map in the game is a 41x41 grid of 256 pixel squares (10496x10496), but the five bottom grid rows and the three grid columns on the right are completely dead areas. These are brown "unknown" map areas that do not appear in the game. Therefore, at the last stage of the process of combining the cards I reduced them to a "suitable" grid size - 38x36 squares (9728x9216). The actual size of the playing card could be reduced even more, but I wanted to keep all the tiles intact in the end.
Archives included.
There are several different archives included in this resource. The image format is enclosed in parentheses so that you can immediately determine the quality of each archive:
The main file.
[PNG] Complete archive: contains both maps, all icons and both satin icons in their original quality. Very large download size.
Additional files.
[PNG] Separate maps: the same maps as in the full archive, but downloaded separately for those who can not download at once large file size.
[JPG] Compressed individual cards: Cards in compressed jpg format using the Photoshop compression level of "10" (probably ~80-85% quality). Note that these compressed cards lose transparency information due to the JPG format (the background is black). This particularly affects the usability of underground maps. This is due to the fact that when overlaid on the main map (Overworld), there is no longer a translucent black effect. The main card has lost transparency around the seams of the card (where separate parts of the card are connected).
[PNG] Icon Only Package: Contains map icons only. If you don't need an atlas of maps or icons, this archive will be smaller.
Other files:
[PNG] Icon Atlas Only: Contains only an atlas in PNG format (the only operation used from game textures is to convert an image from DDS to PNG). Supplied if you want to cut icons from the original source; a compressed version in JPG is not provided, as the transparency is lost and the atlas becomes essentially useless.
[PNG/JPG] Debug: Not for general use. Please refer to the "Report a Problem" section for information on how best to use the map and atlas. Maps were compressed and minimized by 25% to significantly reduce download times. They are designed to quickly determine the coordinates and various features of creating a resource package.
Description of the file.
In order to (re)collect this resource pack from the game files, it was necessary to edit quite a lot of information. Technical details of the card assembly are provided in a separate document (this article: The Elden Ring Map Assembly: Technical Details). However, this section at least describes common categories of files in different archives:
Card terms:
M00 / m0 / overworld: describes the main part of the game card.
M01 / m1 / underground: describes the underground part of the game card.
Icons
prefix character-*: specifies the location and landmarks of various player characters (invaders, summoners, hosts).
location-* prefix: Defines landmarks associated with a particular location (e.g. caves, catacombs, Redman's castle, small eldtrees, etc.).
map-* prefix: identifies a shared resource on the map, such as fog, compass, text background, and so on.
marker-* prefix: specifies everything that is marked on the map, such as dropdown runes, markers, special markers (green round symbols), etc.
Misc-* prefix: Specifies more technical resources on the map, such as texture masks and borders.
Prefix mp-status-*: Specifies the visuals on the game map that are activated by the "Show Multiplayer Status" command.
npc-* prefix: Specifies NPC icons. A large icon is for NPC outside the card, a small one is used when the NPC is in a chosen place, etc.
UNKNOWN-* prefixes: These are unknown icons that should be used (e.g. UNKNOWN-location-leyndell-ash or UNKNOWN-location-village) and some are simply missing but have been cut from content or planned for future DLCs (e.g. UNKNOWN-location-colosseum). Finally, there are those about whom we have no idea what it is (for example, UNKNOWN-figure-radial). If you know what UNKNOWN icon it is or where it is used, please send it and we will correct the filename.
Note about icon file names: these are not the names of icon files in the game, but the nomenclature that I created myself (this style seemed to me the most logical). Please do not take these filenames as evidence of data extraction (e.g. UNKNOWN-location-colosseum). I chose the best possible names based on the visual appearance of the images, while saving some text templates that can be indexed and searched. For example, UNKNOWN-location-leyndell-ash was named because the icon looks exactly like the icon of the royal city of Lyndell, but with red trees (instead of gold) and ash or sand covering the building. Another example, UNKNOWN-figure-radial, is so named because we have no idea what it is. This is some figure (similar to one of the magician's nobles) with some "ejections" in the form of a radial pattern.
Reporting issues.
To put these maps together, it was necessary to sort more than 26,000 images and select 3,362 correct images (1,681 per map) from a possible 9,821 (6,873 for the main map and 2,948 for the underground). Extracting 103 icons from two texture atlases without descriptors is also a tedious task. Given these details, it is possible that there was a mistake somewhere. To use a common language to describe problems, we created debug output for the scripts we wrote to build maps and icons.
If you find a problem with the map - for example, the partition is out of place or the tile is clearly incorrect - download the debug package from the Miscellaneous Files section. This is a small download containing visual cues to help you determine the coordinates of the parcel in question." It would be much more useful if you reported "The map between (6.25) and (7.25) is incorrect because it was recently updated" instead of "The south side of Karia Manor is incorrect". These maps are very large, and a vague textual description can only describe a great deal. The ability to quickly identify problem areas will allow everyone to get updated maps faster.
Although unlikely, if there is a problem with the icon, you can determine the source of a particular icon by referring to the icon-atlas-XX-debug file. As long as there is a bounding box, extracting the icon is very easy, so there is almost no problem with the icons.
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