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#77 (permalink) |
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Forum Expert
Join Date: Mar 2004
Location: Germany
Age: 22
Posts: 298
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What "generate" are you talking about? If you mean Tools --> Map -- Generate, this is the tool you use to create an EMPTY map. If you want to save your changes done in the map editor, simply press File --> Save.
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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. |
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#79 (permalink) |
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Forum Expert
Join Date: Mar 2004
Location: Germany
Age: 22
Posts: 298
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it's currently not animated, sorry
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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. |
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#81 (permalink) |
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Forum Expert
Join Date: Mar 2004
Location: Germany
Age: 22
Posts: 298
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For my UO tools I have no website currently. But after my exams, I will at least assemble a small site with all necessary infos, changelog, screenshots, and so on.
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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. |
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#83 (permalink) |
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Forum Expert
Join Date: Mar 2004
Location: Germany
Age: 22
Posts: 298
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The current version is 0.6 and you find the download link on the first post in this thread. The other tool I publicly released (RemoteAdmin) is linked in my signature and the most recent version is on page 2 or 3 of the according thread.
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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. |
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#85 (permalink) |
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Forum Expert
Join Date: Mar 2004
Location: Germany
Age: 22
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0.7 will be out once I have the time to work on it ... and I don't know what you mean with the "save files not supporting enough" statement. You will have to a be more precise what you want/don't want/expect and what currently happens or not.
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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. |
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#87 (permalink) |
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Forum Expert
Join Date: Mar 2004
Location: Germany
Age: 22
Posts: 298
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If you edit the map, only map*.mul, statics*.mul and staidx*.mul are affected. So ofcourse these are the only files that are saved. If you try to run your server from exactly these files while the editor is still running, it cannot work aswell (it's the same for the client or any other tool). So either make a copy, or close the editor.
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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. |
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#89 (permalink) |
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Join Date: Jul 2006
Posts: 2
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I have a small problem/question.
I'm using items from verdata.mul on my map... nad... some of them goes to static. But we want to change the emu and i need to delete those static items via Mul Editor. What's the problem? I can only see white squares on a map (where i put items from my verdata file), and i can't delete them. How to load verdata to this program or how to configure it to do what i've explaint ? :/ (sorry for english ) |
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#90 (permalink) |
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Forum Expert
Join Date: Mar 2004
Location: Germany
Age: 22
Posts: 298
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Hmm I didn't implement loading map patches from the verdata, as the verdata is outdated anyway (not used by recent clients). What I would suggest you is to patch the verdata into the mul files. The easiest way to do this is by choosing Tools --> Verdata --> Create Patcher, choose your verdata and the target file and hit the "Create Patcher" button.
Once you have that patcher, you should make a backup of all your *.mul files (that is a big backup, I know). No you can delete your verdata and execute the patcher you just created. Select the UO directory (should be preselected) and apply the patch. That will put all entries from the verdata into the mul files where they belong to. This means, that you have everything from your verdata, without your verdata. You can now edit the map normally and your changes should be there. The positive side effect is, that you don't need the verdata anymore ![]()
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#91 (permalink) |
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Join Date: Jul 2006
Posts: 2
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Interesting... very...very interesting...But my other question so... will it be at the same numbers ? F.e. monument form new verdata has numer: 0x102. Will it change ? And what if there will be other upgrades from orign...?
And any other ideas how to delete those items? :/ thx ![]() Last edited by gharelan; 07-20-2006 at 01:29 PM. |
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#92 (permalink) |
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Forum Expert
Join Date: Mar 2004
Location: Germany
Age: 22
Posts: 298
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the IDs remain the same - if a tile with the same ID exists, it will be overwritten (essentially that is what the client does with the verdata on-the-fly)
OSI updates won't work anymore, but is this really a concern? If you use verdata, you can't have the most recent client, so updates are no option anyway ![]()
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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. |
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#93 (permalink) |
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Master of the Internet
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quick qurestion
does the map editor in here support the new larger size maps for tram and fel?
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#94 (permalink) |
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Forum Expert
Join Date: Mar 2004
Location: Germany
Age: 22
Posts: 298
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You can enter whatever mapsize you want (max. 4096 for width and height IIRC). Predefined map sizes only include the pre ML ones. (But I think for fel/tram I'll add these new sizes too, but until then you can still choose "Custom")
Edit: 4096 refers to the blocks ... in cells that is 32768
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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; 07-21-2006 at 07:47 AM. |
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#95 (permalink) |
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Master of the Internet
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thank you
I did download and tried it last night found out had to do the size by hand but looking forward to having a default one on the drop down list ![]() but i kept getting an error on the tokuno map saying it was in use --- butthe rest loaded fine i am doing this from a "copy" directory - so there are no other files using it, and none of them are marked read only, etc any clues on that? if need be i can attach a copy of the map and support files (it was a custom map made with uolandscaper origionaly - but in the correct size) also i did not see a way to do it - but is there a way to "zoom" out a little, so you can see a larger area of the map at once? (in ISO view)
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#96 (permalink) |
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Forum Expert
Join Date: Mar 2004
Location: Germany
Age: 22
Posts: 298
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As I don't handle file errors myself, the errors is most likely thrown by windows itself so some other process (maybe the windows explorer) accesses the file.
Zoom is currently not possible, but I will see if I find a way to do so (after my exams).
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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. |
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#97 (permalink) |
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Okay, so this is my problem. I'm trying to add some new tiles to the map. I've put them in spots under Static Art marked "unused" and then went down to the TileData. I'm confused as to how I'm meant to make it, when added into the game, not highlight yellow when moused over. I've looked at the TileData that hooks to that item and changed the name, but in-game after making it into a verdata, then creating the autopatcher and running it, it shows up as a blank name and acts like a non-movable item.
Sorry if this doesn't explain well enough, but do you have any idea as to what I'm doing wrong? |
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#98 (permalink) |
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Forum Expert
Join Date: Mar 2004
Location: Germany
Age: 22
Posts: 298
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if you add it via [add static xyz then the server builds the name from its own tiledata. therefore you should upload your tiledata to the server and restart it and then try to add these statics. alternativly you could add the statics directly to the map (using muleditor's mapeditor) and try if that gives the wanted result
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#99 (permalink) |
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Hm, okay, but how do I add it to the server? Do I put it in the same spot as the other .mul's that datapath.cs reads off of? Because that didn't seem to work... (By the way, I'm hosting the server off the same PC that UO's on.)
And [add static xyz <itemid> doesn't work, or did you mean to replace XYZ with the itemid? Also, I don't really want to add it in with the editor, because that binds it to the map, right? |
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#100 (permalink) |
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Forum Expert
Join Date: Mar 2004
Location: Germany
Age: 22
Posts: 298
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with "xyz" I meant the itemid ...
and you're right that editing it with the mapeditor would "bind" it to the map, but it would be suitable to test if the client has the correct data (given that you make a backup of statics0.mul staidx0.mul and map0.mul or whatever files you are modifying)
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