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Old 05-08-2006, 03:00 AM   #26 (permalink)
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I think it's currently the fastest and best modern MapEditor around. I hope the development goes strait forward.

I like the fast scrolling interface and the style how to select and deselect areas. Also it's a short to change the height value of one or more tiles. :-)

keep on good working

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Old 05-09-2006, 03:21 AM   #27 (permalink)
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Im so glad I refound this lol... I had to wipe my comp a few months ago and lost everything so Ive been looking for this again so I could quit getting MegaClicoc errors and all is well now thanx for the mapeditor as well
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Old 05-12-2006, 05:05 AM   #28 (permalink)
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Default I must be missing something

Hey thanks for the great tool floppydisc! I have been trying to use it to edit my tiledata.mul file. I feel like a total newb, posting here with questions like these but I can't figure this out.

In the filebrowser on the right, I go to TileData > Static Tiles and I double-click on one of the entries. I get a very neat looking gump where I can enable/disable flags by checking boxes. I check a box then go to hit the OK button but there is no OK button. If I simply close the gump, the changes are not saved . . .

Could you please walk me through how to make a change to my tiledata.mul?

Thanks!
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Old 05-12-2006, 07:21 AM   #29 (permalink)
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Do you use the most recent version (at least 0.5, but better 0.6)? If not, then you can't directly edit these files.
>>Here<< you can download the most recent version.
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MulEditor - Modify gump, art, tiledata, multimap, localization files and map/statics.
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Old 05-12-2006, 01:07 PM   #30 (permalink)
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*sigh*
Yep I was using an old version. I had just downloaded it from your site yesterday, but I used the link in the main post rather than the one further down in the thread.

*EDIT*
I am still having trouble saving the changes I have made. The instructions in the main post are for adding new art to an unused tile. If I try opening the tiledata.mul using the verdata editor I get some kind of access error, so I assume that I just edit the tiledata as I described in my previous post. This time I have an OK button to push, but what next? The updated tiledata file is not saved anywhere, nor is there an option to save it.

Thanks for the quick answer! I really like this tool.

Last edited by LowCastle; 05-12-2006 at 01:43 PM.
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Old 05-12-2006, 02:20 PM   #31 (permalink)
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I just tried it and had no problems (otherwise I would probably have had them before and fixed them ).
The access violation you get came because the verdata editor is for verdata not for tiledata Verdata.mul was some kind of patch format EA/OSI used to update client data. It can contain several different types of content (nearly everything of the other mul files). I implemented that mostly because I still use the verdata as a format for patch transfer. (As you probably noticed, MulEditor includes the option to create a SFX Verdata Patcher - that means, that it "converts" a verdata.mul into an executable which can patch the content of the verdata back into the original mul files, so it is easier for admins to distribute new content even to clients above version 4.0.5b).

The instructions of the first post are more or less outdated, as they still use the verdata editor. You can directly edit a tiledata entry if you double click it on the right side (in the "Mul files"-tree). When you change something there and hit "ok", it should already be saved. The same with art, gump, etc.
You can test it by double clicking the same entry again and you should see the updated info (or you just close the editor and look ingame )

If there is still trouble, let me know
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Old 05-12-2006, 02:27 PM   #32 (permalink)
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It looks GREAT!
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Old 05-12-2006, 02:30 PM   #33 (permalink)
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To hear that from you - the one whos tool was my inspiration - is a great honor
But I still have some small glitches to fix. I think a new version will be ready in a few days (nothing great, just bug fix and an easier way to select new tileIDs in drawing mode - using right click)
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Old 05-12-2006, 02:56 PM   #34 (permalink)
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Thanks floppydisc! I downloaded version 5 and it worked good. I'll give version 6 a try again later. The shortcut on my desktop to version 6 says "readonly mode" so that may have something to do with it. (not sure)
This was my first attempt at editing a mul, so I'm using that as my excuse.

Anyway, sorry for so much trouble. It works great!
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Old 05-12-2006, 05:50 PM   #35 (permalink)
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There should actually be two shortcuts. The readonly mode was included to allow muleditor to be used as viewer. In this mode it does open all files only in read mode so you can't modify them which in turn makes it possible to launch the uo client while the "editor" is still open. (Although it degrades it to a "viewer" )
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Old 05-14-2006, 08:54 AM   #36 (permalink)
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Default Version 0.6.1

Tools
I added a map generator (which simply generates map*.mul, statics*.mul and staidx*.mul for the specified size). You can also specify a height map which should be a grayscale bitmap with the same size as the desired map. The grayscale values from 0 to 255 are then mapped to the according Z values of -128 to 127.

MapEditor
I added the ability to jump to the tileID under the cursor in draw mode (using right click) so it is easy to "copy" or reuse tiles.
There is now also a function to randomize the altitude of selected tiles within a specified range (so you can easier make natural looking terrain by for example specifying a range between -2 and 3 for a selected area of grass).
A bug was fixed which *could* occur while saving changes to the map/statics (showing an Access Violation).

I updated the installer so you can simply redownload 0.6 and it will include the most recent executable.
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Old 05-16-2006, 11:47 AM   #37 (permalink)
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Thanks you very much for this application, it solves me a lot of problems. One suggestion: Could you implement a tool to modify animations? Nothing like mulbuilder, only a sensitive tool to change the model numbers without difficulty (i'm very noob at mul edition, so that suggestion can be stupid, sorry if it is).

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Old 05-16-2006, 01:09 PM   #38 (permalink)
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I will definitely implement support for anim editing, but I'm not yet sure how exactly that will look like. Once I have an idea how to implement that functional *and* user-friendly, I'll start immediately
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MulEditor - Modify gump, art, tiledata, multimap, localization files and map/statics.
CentrED - A Client/Server based multi-user map editor.
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Old 05-16-2006, 02:32 PM   #39 (permalink)
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Quote:
Originally Posted by floppydisc
I will definitely implement support for anim editing, but I'm not yet sure how exactly that will look like. Once I have an idea how to implement that functional *and* user-friendly, I'll start immediately
WOW nice ... this realy help a lot of people.
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Old 05-17-2006, 09:49 AM   #40 (permalink)
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That would be great! ^^
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Old 05-17-2006, 01:03 PM   #41 (permalink)
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Keep up the great work, it's shaping up nicely!

Is there a link to the newest version available? (Or does the version 6 link elsewhere in this thread point to the 6.1 release?)
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Old 05-17-2006, 03:58 PM   #42 (permalink)
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The link to version 0.6 will be valid for all 0.6.x releases, as these updates contain only fixes/changes around the current feature set. Once new features (like for example animation support) are added, it will be released as a whole new version (0.7 in that case) so one can downgrade if some of the new features cause trouble. However I would not want someone to be able to go back from 0.6.1 to 0.6.0 as it contained bug fixes which are important.

(Just to explain my versioning scheme )
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MulEditor - Modify gump, art, tiledata, multimap, localization files and map/statics.
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Old 05-29-2006, 04:31 PM   #43 (permalink)
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Default Version 0.6.3

This Update includes a radar map (but it is relatively slow, I don't know a better way to implement this currently). And ofcourse I fixed a few bugs I encountered.
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Old 06-02-2006, 04:27 PM   #44 (permalink)
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Default Version 0.6.4

The radar map can now highlight changed blocks.
I also added support for diff files (loading and saving) and optimized memory management a bit.
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Old 06-02-2006, 07:15 PM   #45 (permalink)
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Can i have a version without installer?
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Old 06-03-2006, 05:07 AM   #46 (permalink)
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No problem - http://www.aksdb.org/downloads/MulEditor.7z

(And no, I do not intend to use any other format for compression ... 7z is free and has one of the best compression ratios available)
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Old 06-08-2006, 08:41 PM   #47 (permalink)
 
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How do you edit gumps? i'm tring to edit the 2a6c To change the text layout. No just the image but where the Wording lays... Is there anything in this tool soo far to change that? and if not could you add it? it would be most helpful.

Pretty much i want to change HP/M_HP which are 3 chr to 4 chr long
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Old 06-08-2006, 10:21 PM   #48 (permalink)
 
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please give tutorial on map editor and when I try to attach a gump i made for others to see it says invalid file
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Old 06-08-2006, 10:31 PM   #49 (permalink)
 
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Also when I try to drag and drop it will not let me
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Old 06-09-2006, 03:18 AM   #50 (permalink)
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Quote:
Originally Posted by LostTime
How do you edit gumps? i'm tring to edit the 2a6c To change the text layout. No just the image but where the Wording lays... Is there anything in this tool soo far to change that? and if not could you add it? it would be most helpful.

Pretty much i want to change HP/M_HP which are 3 chr to 4 chr long
The text is sent by the server. The "gumps" you can edit with MulEditor are only the graphics. (for example backgrounds, etc.)
I think in this special case, the client completely controls this. (the server only sends the values for the character). So I think there is no easy way to change the text layout.

Quote:
Originally Posted by Red Star
please give tutorial on map editor and when I try to attach a gump i made for others to see it says invalid file
You need to be a bit more specific what you mean by "attach a gump" and when/where it says "invalid file". The map editor should be more or less self explanatory. For the necessary keys you need to work with the mapeditor, you should hit the "Help" button.

Quote:
Originally Posted by Red Star
Also when I try to drag and drop it will not let me
Depends on what you want to drag and drop (and where you want to do that). If you are not using the verdata editor, you should only use drag&drop where explicitely told to do so. (If I didn't forgot somewhere, I always marked these special fields where you can drop a tile. [besides the verdata editor, but I think I'll add a message there])
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MulEditor - Modify gump, art, tiledata, multimap, localization files and map/statics.
CentrED - A Client/Server based multi-user map editor.

Last edited by floppydisc; 06-09-2006 at 03:27 AM.
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