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| Third Party Program Support Misc support forum and advertisment forum for all RunUO related third party Utilities. |
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#26 (permalink) |
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Forum Novice
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If you have the Maprenderer from latest Iris Developer Framework 0.3 you can specify the map in config.xml .
I modified several things on Tensors Maprenderer. Get it: http://iris.berlios.de/site.php Just download our Iris Developer Framework 0.3 and you can change the Map in Maprenderer. ![]() |
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#27 (permalink) |
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Forum Novice
Join Date: Nov 2004
Location: Brasil
Age: 20
Posts: 106
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I am getting this error message:
SYS | Loading UO Files.... Error (src/loaders/VerdataLoader.cpp,31): Could not load verdata file: C:\Rafael\Ultima Online\Ultima Online LBR/verdata.mul SYS | Initializing renderer.... Warning (src/loaders/LocalMapPatches.cpp,175): File not found (worldfile.dif) in LocalMapPatches::Load(char *) |
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#28 (permalink) |
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Forum Novice
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I have Map renderer from Framwork 0.3, but if i render whole map i get this error :
8692...8693...8694...8695...8696...8697...8698...8 699...8700...8701...8702...870 3...8704...8705...8706...8707...8708...8709...8710 ...8711...8712...8713...8714.. .8715...8716...8717...8718Fatal signal: Segmentation Fault (SDL Parachute Deploy ed) I change in config only Rendering area (0,0 - 6143,4095) and Detail (5), map is 0 (trammel). Last edited by RadstaR; 01-14-2006 at 07:15 PM. |
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#30 (permalink) |
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Forum Novice
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Use this config.xml:
<CONFIG> <UO> <!-- Your UO Path --> <MULPATH>E:\UO3D\</MULPATH> <!-- Rendering Area 4096--> <MINX>1</MINX> <MINY>1</MINY> <MAXX>7168</MAXX> <MAXY>4096</MAXY> <!-- Output File (Windows Bitmap) --> <OUTPUT>output.bmp</OUTPUT> <!-- Worldfile Patch (_not_ an emu worldfile) --> <PATCHES>worldfile.dif</PATCHES> <!-- Detail level: 0 = best, be careful with this! --><DETAIL>5</DETAIL> <!-- choose Map Numer --> <!-- 0 - Trammel --> <!-- 1 - Felucca --> <!-- 2 - Ilshenar --> <!-- 3 - Malas --> <!-- 4 - Tokuno --> <MAP_NUMBER>0</MAP_NUMBER> <!-- Cache sizes: lower = less memory usage, more cpu usage --> <CACHE_ART>15000</CACHE_ART> <CACHE_TEXTURE>13000</CACHE_TEXTURE> <CACHE_GROUND>13000</CACHE_GROUND> <CACHE_BLOCK>110000</CACHE_BLOCK> </UO> </CONFIG> - i increased the cache sizes !!! |
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#33 (permalink) |
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Forum Novice
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you go here:
http://developer.berlios.de/project/...?group_id=2777 and download Iris_Developer-Framework-0.4.zip
__________________
http://crankgaming.blogspot.com/ | http://schattenkind.net/ | http://www.iris2.de/ | http://freedsa.schattenkind.net/
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#35 (permalink) |
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Forum Novice
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reviving an old topic here I guess, but here goes.When I use this, it is in x-ray mode. ALL my underground stuff bleeds thru and over takes ALL the above ground stuff.Are there any console commands to tweak this ?thanks in advance
__________________
--- Sometimes I feel like I'm as confused as a $2 hooker with a $50 bill |
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#36 (permalink) |
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Forum Novice
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i swear that maprenderer has only a limited tile sorting algo. in it. So check your the source from svn and make it better. hey, it's opensource. ;-)
__________________
http://crankgaming.blogspot.com/ | http://schattenkind.net/ | http://www.iris2.de/ | http://freedsa.schattenkind.net/
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#38 (permalink) |
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Forum Novice
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where added? dyanmically, in diff files, statics, as multi ?
__________________
http://crankgaming.blogspot.com/ | http://schattenkind.net/ | http://www.iris2.de/ | http://freedsa.schattenkind.net/
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#41 (permalink) |
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Forum Novice
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Another fault
![]() Code:
<CONFIG>
<UO>
<!-- Your UO Path -->
<MULPATH>c:\Games\MondainLegacy</MULPATH>
<!-- Rendering Area -->
<MINX>791</MINX>
<MINY>1927</MINY>
<MAXX>792</MAXX>
<MAXY>1928</MAXY>
<!-- Output File (Windows Bitmap) -->
<OUTPUT>test.bmp</OUTPUT>
<!-- Worldfile Patch (_not_ an emu worldfile) -->
<PATCHES>worldfile.dif</PATCHES>
<!-- Detail level: 0 = best, be careful with this! ;) -->
<DETAIL>5</DETAIL>
<!-- choose Map Numer -->
<!-- 0 - Trammel -->
<!-- 1 - Felucca -->
<!-- 2 - Ilshenar -->
<!-- 3 - Malas -->
<!-- 4 - Tokuno -->
<MAP_NUMBER>0</MAP_NUMBER>
<!-- Cache sizes: lower = less memory usage, more cpu usage -->
<CACHE_ART>15000</CACHE_ART>
<CACHE_TEXTURE>13000</CACHE_TEXTURE>
<CACHE_GROUND>13000</CACHE_GROUND>
<CACHE_BLOCK>110000</CACHE_BLOCK>
</UO>
</CONFIG>
Code:
MAP: c:\Giochi\MondainLegacy/map0.mul SYS | Loading UO Files.... SYS | Initializing renderer.... Warning (src/loaders/LocalMapPatches.cpp,175): File not found (worldfile.dif) in LocalMapPatches::Load(char *) Bitmap Size: 27818 25932 Creating Bitmap (872/812): 2124192 bytes (Zoom 1/32).... Rendering Area (791/1927) to (792/1928) Rendering 728 blocks ...0...1...2...3...4...5...6...7...8...9...10...11...12...1 3...14...15...16...17...18...19...20...21...22...23...24...25...26...27...28...2 9...30...31...32...33...34...35...36...37...38...39...40...41...42...43...44...4 5...46...47...48...49...50...51...52...53...54...55...56...57...58...59...60...6 1...62...63...64...65...66...67...68...69...70...71...72...73...74...75...76...7 7...78...79...80...81...82...83...84...85...86...87...88...89...90...91...92...9 3...94...95...96...97...98...99...100...101...102...103...104...105...106...107. ..108...109...110...111...112...113...114...115...116...117...118...119...120... 121...122...123...124...125...126...127...128...129...130...131...132...133...13 4...135...136...137...138...139...140...141...142...143...144...145...146...147. ..148...149...150...151...152...153...154...155...156...157...158...159...160... 161...162...163...164...165...166...167...168...169...170...171...172...173...17 4...175...176...177...178...179...180...181...182...183...184...185...186...187. ..188...189...190...191...192...193...194...195...196...197...198...199...200... 201...202...203...204...205...206...207...208...209...210...211...212...213...21 4...215...216...217...218...219...220...221...222...223...224...225...226...227. ..228...229...230...231...232...233...234...235...236...237...238...239...240... 241...242...243...244...245...246...247...248...249...250...251...252...253...25 4...255...256...257...258...259...260...261...262...263...264...265...266...267. ..268...269...270...271...272...273...274...275...276...277...278...279...280... 281...282...283...284...285...286...287...288...289...290...291...292...293...29 4...295...296...297...298...299...300...301...302...303...304...305...306...307. ..308...309...310...311...312...313...314...315...316...317...318...319...320... 321...322...323...324...325...326...327...328...329...330...331...332...333...33 4...335...336...337...338...339...340...341...342...343...344...345...346...347. ..348...349...350...351...352...353...354...355...356...357...358...359...360... 361...362...363...364...365...366...367...368...369...370...371...372...373...37 4...375...376...377...378...379...380...381...382...383...384...385...386...387. ..388...389...390...391...392...393...394...395...396...397...398...399...400... 401...402...403...404...405...406...407...408...409...410...411...412...413...41 4...415...416...417...418...419...420...421...422...423...424...425...426...427. ..428...429...430...431...432...433...434...435...436...437...438...439...440... 441...442...443...444...445...446...447...448...449...450...451...452...453...45 4...455...456...457...458...459...460...461...462...463...464...465...466...467. ..468...469...470...471...472...473...474...475...476...477...478...479...480... 481...482...483...484...485...486...487...488...489...490...491...492...493...49 4...495...496...497...498...499...500...501...502...503...504...505...506...507. ..508...509...510...511...512...513...514...515...516...517...518...519...520... 521...522...523...524...525...526...527...528...529...530...531...532...533...53 4...535...536...537...538...539...540...541...542...543...544...545...546...547. ..548...549...550...551...552...553...554...555...556...557...558...559...560... 561...562...563...564...565...566...567...568...569...570...571...572...573...57 4...575...576...577...578...579...580...581...582...583...584...585...586...587. ..588...589...590...591...592...593...594...595...596...597...598...599...600... 601...602...603...604...605...606...607...608...609...610...611...612...613...61 4...615...616Fatal signal: Segmentation Fault (SDL Parachute Deployed) |
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#43 (permalink) |
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Lurker
Join Date: Mar 2004
Posts: 9
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First off thanks for the nifty tool.
I rendered part of our custom map but it looked dodgy without doors to buildings etc. MapRenderer already has support for patches to apply to the map, so I wrote this runuo command to make a file that can be used with MapRenderer. It writes all (visible) items and also renderers the components of multis, but will only show the foundation for customized houses (My shard doesnt use customized houses), but it shouldn't be too hard for someone to add support for that. When you type [writeitems in game it will create a 'worldfile.dif' file in your runuo directory, default config for MapRenderer uses this file name so just copy it over to your MapRenderer directory. Finally, I'm not a very good programmer so I'm noway claiming this script is bug free or the most appropriate way to do it. Code:
using System;
using System.Collections.Generic;
using System.Text;
using Server;
using Server.Items;
using System.IO;
namespace Server.Commands
{
public class WriteItems
{
public static void Initialize()
{
CommandSystem.Register("WriteItems", AccessLevel.GameMaster, new CommandEventHandler(WriteItems_OnCommand));
}
public static void WriteItems_OnCommand(CommandEventArgs e)
{
Map m = e.Mobile.Map;
FileStream m_Stream = new FileStream("worldfile.dif", FileMode.Create);
BinaryWriter br = new BinaryWriter(m_Stream);
br.Seek(0, SeekOrigin.Begin);
string id = "CP#1";
br.Write(id.ToCharArray(), 0, 4);
br.Write((int)0);
br.Write((int)100);
br.Write((int)0);
br.Write((int)0);
byte[] reserved = new byte[36];
br.Write(reserved, 0, 36);
br.Seek(100, SeekOrigin.Begin);
IPooledEnumerable eable = m.GetItemsInBounds(new Rectangle2D(0, 0, m.Width, m.Height));
int count = 0;
foreach (Item i in eable)
{
if (i is BaseMulti)
{
MultiComponentList mcl = MultiData.Load(i.ItemID - 0x4000);
for (int x = 0; x < mcl.Width; x++)
{
for (int y = 0; y < mcl.Height; y++)
{
if (mcl.Tiles[x][y].Length == 0)
continue;
for (int t = 0; t < mcl.Tiles[x][y].Length; t++)
{
int realx = (i.X + mcl.Min.X) + x;
int realy = (i.Y + mcl.Min.Y) + y;
br.Write((byte)2);
br.Write((uint)count + 1);
br.Write((ushort)(mcl.Tiles[x][y][t].ID - 0x4000));
br.Write((byte)(realx % 8));
br.Write((byte)(realy % 8));
br.Write((ushort)(realx / 8));
br.Write((ushort)(realy / 8));
br.Write((short)(i.Z + mcl.Tiles[x][y][t].Z));
count++;
br.Seek(100 + (count * 15), SeekOrigin.Begin);
}
}
}
}
else if (i.Visible)
{
br.Write((byte)2);
br.Write((uint)count + 1);
br.Write((ushort)i.ItemID);
br.Write((byte)(i.X % 8));
br.Write((byte)(i.Y % 8));
br.Write((ushort)(i.X / 8));
br.Write((ushort)(i.Y / 8));
br.Write((short)i.Z);
count++;
br.Seek(100 + (count * 15), SeekOrigin.Begin);
}
}
eable.Free();
br.Seek(4, SeekOrigin.Begin);
br.Write((uint)count);
br.Close();
m_Stream.Close();
}
}
}
Last edited by evilgoat-hybrid; 11-28-2008 at 02:40 PM. |
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