Go Back   RunUO - Ultima Online Emulation > RunUO > Utility Support > Third Party Program Support

Third Party Program Support Misc support forum and advertisment forum for all RunUO related third party Utilities.

Reply
 
Thread Tools Display Modes
Old 06-09-2006, 07:58 AM   #51 (permalink)
 
Join Date: Mar 2006
Posts: 141
Default

i mean when i try to attah a gump here so others can use it says invalid file and yes it says drag an drop but when i try to it wont let me
Red Star is offline   Reply With Quote
Old 06-09-2006, 08:21 AM   #52 (permalink)
Forum Expert
 
Join Date: Mar 2004
Location: Germany
Age: 22
Posts: 300
Default

Please tell me what exactly you are doing (step by step). In what part of the editor you are, what you are trying to accomplish, and so on. I have currently no idea what you mean.
__________________
RunUO RemoteAdmin - Control your shard remotely and keep an eye on the page queue
MulEditor - Modify gump, art, tiledata, multimap, localization files and map/statics.
CentrED - A Client/Server based multi-user map editor.
floppydisc is online now   Reply With Quote
Old 06-10-2006, 06:16 AM   #53 (permalink)
Newbie
 
Join Date: Jan 2006
Location: Chattanooga, Tennessee, USA
Age: 16
Posts: 59
Send a message via AIM to Naruto_Uzumaki
Default

i absolutely love this tool

but a suggestion from me is:

when you've generated a map, when you go into radar view, be able to place tiles, and with shift do large area fills(i tried and it only does small squares), this would make building custom worlds straight from the map generator way easier

(sorry if that made no sense, i tried)
__________________
Mwahahahahahahahaha!
*Newbie Scripter*
...... :)
Naruto_Uzumaki is offline   Reply With Quote
Old 06-10-2006, 10:29 AM   #54 (permalink)
Forum Expert
 
Join Date: Mar 2004
Location: Germany
Age: 22
Posts: 300
Default

Selecting large areas is currently a problem due to the way I implemented the memory management. This is the reason why this is currently not possible. I also didn't set this too high on the priority list as there are several good map generators (like UO Landscaper, UO Mapgenerator [by punt] and Dragon). I think these tools make it a lot easier to create large maps as they also place random statics and calculate transitions. I think my editor is (currently) better suited for changing/fixing/whatever already existing maps. But if I find a way to manage the memory *and* allow to select great areas, I'll implement it ofcourse. But at the moment I think this will not be possible without great performance losses.
__________________
RunUO RemoteAdmin - Control your shard remotely and keep an eye on the page queue
MulEditor - Modify gump, art, tiledata, multimap, localization files and map/statics.
CentrED - A Client/Server based multi-user map editor.
floppydisc is online now   Reply With Quote
Old 06-10-2006, 09:03 PM   #55 (permalink)
Newbie
 
Join Date: Apr 2006
Location: Barcelona, Spain
Age: 22
Posts: 50
Default

Hi!
I must be doing something wrong, when I use the Add wereable wizard to create new weapons, I have to use existing animations from other weapons, but then, the old gumps from the animation I have chosen get overlapped. How can I change tiledata entries to use differents gumps for the same animation? Or instead of that... How can I duplicate the existing animations?

Thank you in advance. I love this tool
Alain Delocke is offline   Reply With Quote
Old 06-11-2006, 05:50 AM   #56 (permalink)
Forum Expert
 
Join Date: Mar 2004
Location: Germany
Age: 22
Posts: 300
Default

In that case you enter an Animation ID that matches the gump ID you want (you see the resulting gump ids in the fields below) and then activate the field "Link to another AnimID". In the next step you will be presented with a dialog to enter the real animID you want to use.
__________________
RunUO RemoteAdmin - Control your shard remotely and keep an eye on the page queue
MulEditor - Modify gump, art, tiledata, multimap, localization files and map/statics.
CentrED - A Client/Server based multi-user map editor.
floppydisc is online now   Reply With Quote
Old 06-11-2006, 09:41 AM   #57 (permalink)
Newbie
 
Join Date: Apr 2006
Location: Barcelona, Spain
Age: 22
Posts: 50
Default

You are the muls god

thank you very much
Alain Delocke is offline   Reply With Quote
Old 06-11-2006, 02:57 PM   #58 (permalink)
Forum Expert
 
Pyro-Tech's Avatar
 
Join Date: Oct 2003
Location: Carbondale, IL
Age: 23
Posts: 1,795
Send a message via MSN to Pyro-Tech
Default

I have been looking at this tool and trying to figure something out...

if verdata.mul isn't used anymore, how do you go about adding the files??

also where can you get a verdata now a days?
__________________

Pyro-Tech is offline   Reply With Quote
Old 06-11-2006, 03:08 PM   #59 (permalink)
Forum Expert
 
Join Date: Mar 2004
Location: Germany
Age: 22
Posts: 300
Default

In the recent versions you can also directly edit entries (for example double click an art entry in the art browser or the "Mul List" in the main window and simply load a new graphic and hit "ok"). But the verdata still has some advantages: you can add tiles to the verdata editor (whether you edit it or not) to build some kind of patch file. The verdata.mul itself is not used by recent uo clients, but MulEditor also includes a "Verdata-to-SFX"-converter. That tool packs the verdata inside an self extracting exe file which you can use to distribute (and apply) the verdata. This SFX will then append all the changes to the according mul files (art entries will be put in art.mul, gump entries into gump.mul and so on). So in other words: the verdata can be used as a patch file.
__________________
RunUO RemoteAdmin - Control your shard remotely and keep an eye on the page queue
MulEditor - Modify gump, art, tiledata, multimap, localization files and map/statics.
CentrED - A Client/Server based multi-user map editor.
floppydisc is online now   Reply With Quote
Old 06-11-2006, 04:20 PM   #60 (permalink)
Forum Expert
 
Pyro-Tech's Avatar
 
Join Date: Oct 2003
Location: Carbondale, IL
Age: 23
Posts: 1,795
Send a message via MSN to Pyro-Tech
Default

Quote:
Originally Posted by floppydisc
In the recent versions you can also directly edit entries (for example double click an art entry in the art browser or the "Mul List" in the main window and simply load a new graphic and hit "ok"). But the verdata still has some advantages: you can add tiles to the verdata editor (whether you edit it or not) to build some kind of patch file. The verdata.mul itself is not used by recent uo clients, but MulEditor also includes a "Verdata-to-SFX"-converter. That tool packs the verdata inside an self extracting exe file which you can use to distribute (and apply) the verdata. This SFX will then append all the changes to the according mul files (art entries will be put in art.mul, gump entries into gump.mul and so on). So in other words: the verdata can be used as a patch file.
Yeah, i figured out how to get it to work in terms of taking it from the verdata and puting it in the MUL....how would i go about taking it from the MUL to make a patch like you said though?

same as going from verdata only in reverse?

This is an awesome program by the way
__________________

Pyro-Tech is offline   Reply With Quote
Old 06-11-2006, 05:08 PM   #61 (permalink)
Forum Expert
 
Join Date: Mar 2004
Location: Germany
Age: 22
Posts: 300
Default

You can create these SFX patches in the main windows under tools --> verdata --> create patcher (or in the verdata editor under file --> export as patcher)
__________________
RunUO RemoteAdmin - Control your shard remotely and keep an eye on the page queue
MulEditor - Modify gump, art, tiledata, multimap, localization files and map/statics.
CentrED - A Client/Server based multi-user map editor.

Last edited by floppydisc; 06-11-2006 at 05:12 PM.
floppydisc is online now   Reply With Quote
Old 06-11-2006, 05:11 PM   #62 (permalink)
Forum Expert
 
Pyro-Tech's Avatar
 
Join Date: Oct 2003
Location: Carbondale, IL
Age: 23
Posts: 1,795
Send a message via MSN to Pyro-Tech
Default

ok cool...any way to allow UOG to apply these smaller patches??

thanks for the info though....i made a patch to send to a frend real quick so it worked great
__________________

Pyro-Tech is offline   Reply With Quote
Old 06-11-2006, 05:14 PM   #63 (permalink)
Forum Expert
 
Join Date: Mar 2004
Location: Germany
Age: 22
Posts: 300
Default

Hmm I guess not, but IIRC (never used it myself) UOG has some own patch format - MUO or something like this. If someone has detailed infos about this file format, I would like to implement export and import as well. (The UOP format would be interesting too)
__________________
RunUO RemoteAdmin - Control your shard remotely and keep an eye on the page queue
MulEditor - Modify gump, art, tiledata, multimap, localization files and map/statics.
CentrED - A Client/Server based multi-user map editor.
floppydisc is online now   Reply With Quote
Old 06-11-2006, 11:42 PM   #64 (permalink)
Forum Expert
 
Pyro-Tech's Avatar
 
Join Date: Oct 2003
Location: Carbondale, IL
Age: 23
Posts: 1,795
Send a message via MSN to Pyro-Tech
Default

there is a program called MUO patcher or something like that...i have a copy to where you can check it and see it and all that...PM me your e-mail addy and ill mail it to ya...

i don't remember the site where you can download it.

but that's about all the info i have on it so...
__________________

Pyro-Tech is offline   Reply With Quote
Old 06-12-2006, 03:45 AM   #65 (permalink)
Forum Expert
 
Pyro-Tech's Avatar
 
Join Date: Oct 2003
Location: Carbondale, IL
Age: 23
Posts: 1,795
Send a message via MSN to Pyro-Tech
Default

the patcher doesn't work....it just makes window's give an error when i try to run the patcher
__________________

Pyro-Tech is offline   Reply With Quote
Old 06-12-2006, 05:21 AM   #66 (permalink)
Forum Expert
 
Join Date: Mar 2004
Location: Germany
Age: 22
Posts: 300
Default

In that case I guess either MulEditor or UO is running (or some other program that is accessing the uo files). But good that you point it out, I think I forgot to include an updated version of the patcher that gives a little more detail about the error.
__________________
RunUO RemoteAdmin - Control your shard remotely and keep an eye on the page queue
MulEditor - Modify gump, art, tiledata, multimap, localization files and map/statics.
CentrED - A Client/Server based multi-user map editor.
floppydisc is online now   Reply With Quote
Old 06-12-2006, 07:49 AM   #67 (permalink)
Forum Expert
 
Pyro-Tech's Avatar
 
Join Date: Oct 2003
Location: Carbondale, IL
Age: 23
Posts: 1,795
Send a message via MSN to Pyro-Tech
Default

i think i had runUO going so...oops
__________________

Pyro-Tech is offline   Reply With Quote
Old 06-14-2006, 07:47 AM   #68 (permalink)
Newbie
 
Join Date: Jan 2006
Location: Chattanooga, Tennessee, USA
Age: 16
Posts: 59
Send a message via AIM to Naruto_Uzumaki
Default

new question:

i added a buster sword wearable (and patched it) (even though i can't unequip it by dragging it in UO, gotta use [viewequip)

and i was going to add another wearable but i can't make it change the new gump's i'd from 0x350, because if i use 0x350 it will overwrite my buster sword

D;

thanks for telling me about the memory 'thing'
__________________
Mwahahahahahahahaha!
*Newbie Scripter*
...... :)
Naruto_Uzumaki is offline   Reply With Quote
Old 06-14-2006, 09:46 AM   #69 (permalink)
Forum Expert
 
Join Date: Mar 2004
Location: Germany
Age: 22
Posts: 300
Default

The gump id is calculated from the anim id (that is a client side thing so there is no other way). So you need to pick an anim id that "generates" suitable gump ids (would be better if they were unused so far). As you most likely want to use an existing sword animation, you have to check the "Link to another AnimID" box. Then you can choose the anim id of the existing sword in the next step.
__________________
RunUO RemoteAdmin - Control your shard remotely and keep an eye on the page queue
MulEditor - Modify gump, art, tiledata, multimap, localization files and map/statics.
CentrED - A Client/Server based multi-user map editor.
floppydisc is online now   Reply With Quote
Old 06-26-2006, 10:11 AM   #70 (permalink)
Forum Newbie
 
Join Date: Sep 2002
Posts: 70
Send a message via ICQ to Arek Send a message via AIM to Arek Send a message via Yahoo to Arek
Default

Quote:
Originally Posted by floppydisc
Selecting large areas is currently a problem due to the way I implemented the memory management. This is the reason why this is currently not possible. I also didn't set this too high on the priority list as there are several good map generators (like UO Landscaper, UO Mapgenerator [by punt] and Dragon). I think these tools make it a lot easier to create large maps as they also place random statics and calculate transitions. I think my editor is (currently) better suited for changing/fixing/whatever already existing maps. But if I find a way to manage the memory *and* allow to select great areas, I'll implement it ofcourse. But at the moment I think this will not be possible without great performance losses.
I think that, with or without large area selection, Mul Editor is better for creating new maps than the aforementioned tools. The reason? Proper heightmap support. Neither UO Landscaper nor Dragon support this (I don't care much for their seperate altitude and terrain maps). If you'd just add support for randomly generating statics on the map as well (if such support doesn't already exist), it would be perfect. Large area selection support would be a nice feature, but really isn't necessary.

--Arek
Arek is offline   Reply With Quote
Old 06-26-2006, 10:35 AM   #71 (permalink)
Newbie
 
Join Date: Apr 2006
Location: Barcelona, Spain
Age: 22
Posts: 50
Default

MulEditor isn't a good tool to create a new map from 0. But it is great to edit and adjust your custom map.
And Dragon don't use separate altitude and terrain maps.

__________________
A.K.A. Ansalon

Our project to a roleplaying spanish shard

http://www.UltimoReducto.com
Alain Delocke is offline   Reply With Quote
Old 06-26-2006, 12:03 PM   #72 (permalink)
Forum Expert
 
Join Date: Mar 2004
Location: Germany
Age: 22
Posts: 300
Default

I will atleast (per request) add some configure options to map tiles to certain height levels (so one can say - for example - that every tile below Z=0 will have a random water tile, everything above Z=100 will have a random mountain tile). But this won't generate transitions (atleast for now ). I don't have an ETA yet, as I have to concentrate myself on my examinations for this semester
__________________
RunUO RemoteAdmin - Control your shard remotely and keep an eye on the page queue
MulEditor - Modify gump, art, tiledata, multimap, localization files and map/statics.
CentrED - A Client/Server based multi-user map editor.
floppydisc is online now   Reply With Quote
Old 06-26-2006, 03:21 PM   #73 (permalink)
Forum Newbie
 
Join Date: Sep 2002
Posts: 70
Send a message via ICQ to Arek Send a message via AIM to Arek Send a message via Yahoo to Arek
Default

Quote:
Originally Posted by Alain Delocke
And Dragon don't use separate altitude and terrain maps.

Good to know...I thought it did. Hopefully I can get Dragon to work properly, then.

Quote:
Originally Posted by floppydisc
I will atleast (per request) add some configure options to map tiles to certain height levels (so one can say - for example - that every tile below Z=0 will have a random water tile, everything above Z=100 will have a random mountain tile). But this won't generate transitions (atleast for now ). I don't have an ETA yet, as I have to concentrate myself on my examinations for this semester
A request about water tiles...could you have it also use height to differentiate, if possible, between shallow and deep water? If the water/mountain levels get straightened out, tho, I can certainly make good use of the map generator.

--Arek
Arek is offline   Reply With Quote
Old 06-26-2006, 06:14 PM   #74 (permalink)
Forum Expert
 
Join Date: Aug 2003
Age: 32
Posts: 388
Send a message via MSN to aventae
Default

just a few thoughts about your editor Floppy.. altho i have been testing with it.. it is a wonderful tool... However a zoom in and out feature for map editing may be handy =)....

also i have kept encountering a Range Check error with a custom map i been messing with.. Any thoughts to what would cuase this?
aventae is offline   Reply With Quote
Old 06-27-2006, 05:02 AM   #75 (permalink)
Forum Expert
 
Join Date: Mar 2004
Location: Germany
Age: 22
Posts: 300
Default

The range check error most likely occurs when the specified map size does not match the actual map size. I included a check for that in the next version. Due to the way I render the map, it is currently not possible (or at least I currently don't know how) to zoom in/out the map.
__________________
RunUO RemoteAdmin - Control your shard remotely and keep an eye on the page queue
MulEditor - Modify gump, art, tiledata, multimap, localization files and map/statics.
CentrED - A Client/Server based multi-user map editor.
floppydisc is online now   Reply With Quote
Reply

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools