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Old 07-23-2006, 12:10 PM   #101 (permalink)
 
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Okay, I did just that. I change the water tile at 0, 0, -5 to be my new tile, patched the client, etc. etc.

It appeared there, but when clicking it it doesn't have a name. Also, in the TileData for it, what am I supposed to have checked in there for a tile? Sorry for all the bother.
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Old 07-23-2006, 01:38 PM   #102 (permalink)
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That heavily depends on what type of tile it is ... the best thing you should do is to look at an already existing tiledata entry of a similiar tile.
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Old 07-23-2006, 01:42 PM   #103 (permalink)
 
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I've done so. One was that of wooden flooring, and the other... I can't seem to remember. But it looked to me that it should be Background, Surface, No Shoot, and either Article A or Unknown 3.
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Old 07-23-2006, 01:53 PM   #104 (permalink)
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Seems good ... and I just saw two things in your first post:
1) The yellow highlight of unstatic tiles when they are movable = false comes from the tiledata property Weight. If you set that to 255, the tile will not get highlighted (it will still highlight if it is movable).
2) If you only want to test some tiledata settings or graphics, you don't have to use the detour with the verdata. You can simply edit the tiledata entry and hit [Ok] and it will be saved directly to tiledata.mul (same for art*.mul, gump*.mul and tex*.mul). Building a verdata and the self-patching-executable was more intended to be used for distributing these changes to the players (by assembling the verdata *after* having done all changes). It was still correct what you have done, just a bit too complicated
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Old 07-23-2006, 03:02 PM   #105 (permalink)
 
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Okay, well, the 255 thing didn't work. It looks to me as if maybe the TileData isn't loading into my client? Or maybe the changes aren't being loaded in... Screenshot of what I did:

http://deliri.com/screenyftw.JPG
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Old 07-23-2006, 05:30 PM   #106 (permalink)
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very strange ... the name seems to be a server side thing, because as long as a static is unfrozen/unstatic the name is generated by the server. The mouse-over effect could be caused by a movable item .... try to set the static manuelly to movable false ("[set movable false"). I will take a closer look at this once I have my windows pc back in business.
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Old 07-23-2006, 06:20 PM   #107 (permalink)
 
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Just a little side note,

The Unknown 3, Wasn't sure if you knew, but refers to whether an item is stackable. That is stackable in the sense that if you drop the block on top of another one it moves it up the appropriate z value specified.

I have been messing around the last 3 days trying to make a giant galleon type ship, it's nearly 90 differnt art pieces but through my experiments thats what unkown 3 seemed to yield.
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Old 07-23-2006, 10:51 PM   #108 (permalink)
 
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.8.bit, thanks. Didn't fix anything, but thanks for telling me. I still can't seem to figure out what is going wrong here. Setting it manually to false does nothing, it's already not movable. When the RunUO server launches, does it read from those files or not? If not, is there any way I could get it to do so. Can someone try doing exactly what I did, and seeing if it worked? I'm guessing it will.
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Old 07-24-2006, 06:48 AM   #109 (permalink)
 
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that note was for floppydisc

Deliri -

Adding mine has yielded all the expected results. If you have 0.6.x backup you mul files and load muleditor. Don't use the verdata maker just scroll through the numbers on the right hand side and add your new image to an unused slot (remember this is changing the mul files directly so make sure it's backed up). once thats done, instead of searching for the relevent number. Open the art viewer, find the image of your new tile there. Right click and modify the tile data from there. Set the name without checking anything and try that first.

That should work fine. Once you have that working, you know the tiledata and everything is being read correctly so then you can start messing around with the verdatas.

*note* I have been adding items with [add item 0x.... and locking them down while testing but i don't thing that would have any bearing on tiledata or using [static
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Old 07-24-2006, 07:23 AM   #110 (permalink)
 
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I did just as you said, and it STILL didn't work. I even went and tried again, didn't work that time either. The name just shows blank. To add onto that, I made a verdata autopatcher for a friend of mine to test it, and it didn't work for him either. Then I thought, maybe it's my server, don't know why it would be, but maybe it is, so I send the file to a friend of mine who has his own server. He runs the patcher, goes in, the image is fine but the name is just completely blank. It's as if any modification to the tiledata doesn't get registered at all. When I load up MulEditor and look, the changes are there, but in-game the name is just always blank.

Edit: To add onto that, I even just tried uninstalling MulEditor, redownloading, and installing again. Didn't work.

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Old 07-24-2006, 08:02 AM   #111 (permalink)
 
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remove the verdata from the UO directory your using (are you using just one? UO directory that is.), so there are no traces of that bloody file anywhere. Then try editing the mul files directly again the way I explained so there is no third party verdata just muleditor directly editting the art files and tiledata. Then add the item in game by using [add item 0x... and see if it works. Or even use [static just dont use a verdata and make sure one isn't present.

I got lost because i have more than one uo directory, and UO, RunUO and MulEditor were all using differn't directories.
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Old 07-24-2006, 08:24 AM   #112 (permalink)
 
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I only have one directory, I made sure of that. I dont have a verdata.mul in my UO folder. :/ This is quite frustrating. (Sorry for delay in posts, I'm also currently building so I can't check back here all that often.)
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Old 07-24-2006, 11:13 AM   #113 (permalink)
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Quote:
Originally Posted by .8.bit
Just a little side note,

The Unknown 3, Wasn't sure if you knew, but refers to whether an item is stackable. That is stackable in the sense that if you drop the block on top of another one it moves it up the appropriate z value specified.

I have been messing around the last 3 days trying to make a giant galleon type ship, it's nearly 90 differnt art pieces but through my experiments thats what unkown 3 seemed to yield.
Thanks I will rename that in the next version
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Old 07-24-2006, 07:14 PM   #114 (permalink)
 
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Well, I give up. Thanks for the help, I suppose. I don't get why... oh well...
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Old 07-24-2006, 07:16 PM   #115 (permalink)
 
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- Deliri

Sorry, I have no idea why it won't work. Do you want to post exactly what your trying to do and i'll have a go at it. Or have you got some one else to try it? Not give them the modified files, I mean make them from scratch?

You know its just going to be one of those little trivial things that was over looked somewhere but can piss you off for days.
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Old 07-25-2006, 03:58 PM   #116 (permalink)
 
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Yeah, I know. It's going to end up being something very stupid that I did, maybe corrupt tiledata.mul? All I know is this is getting extremely frustrating. I even went and tried it with MulPatcher and THAT didn't work, so I don't really know. If you'd be willing to help me, do you have any instant messengers? Could talk over that, and then post our findings here just in case somebody else has the same problem. I dunno... Oh well, what I was trying to do was add some new static land tiles. Our map has some bugs in it, and I wanted to be able to do quick fixes while in-game, but there is no sand static tile, along with transition tiles. I of course could do this in a map editor, such as the one in MulEditor, and I did after getting frustrated with this. But we're going to be needing to set up *real* new tiles in the future, and new items and the likes, so this needs to work. I'm starting to think maybe I have a corrupt client, or just somewhere I have a corrupt file. Might just reinstall UO completely... But yeah, if you'd like to help that'd be great.


EDIT: Is it possible the "new wearable" wizard screwed up my tiledata.mul file?

EDIT: Well to answer that, no, just used backups...

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Old 07-28-2006, 04:58 AM   #117 (permalink)
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Verry Great Tool, i love it =)
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Old 08-01-2006, 02:01 PM   #118 (permalink)
 
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floppydisc, any chance of a statics replacer, for example allowing me to open up the map and just go tools > replace static (or something to that effect) then replacing say tree static (0x....) with tree stump static (0x....). For every instance of that static within the map open? I would say it would take a bit of processing power but would be greatly appreciated.

Or even right clicking on the static on the map and a menu pops up with replace static instance with... etc.. I'm not sure, since your the programmer you know the issues with implementation.
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Old 08-01-2006, 02:16 PM   #119 (permalink)
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Doing such large-scale work is more or less impossible at the moment (I optimized the memory management for smaller areas). Every changed block is loaded into memory. So changing something on the whole map, would mean that the map needs to be loaded to memory *completely* and that would take ages and consume a lot of memory.
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Old 08-08-2006, 03:01 PM   #120 (permalink)
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I think one of the best features you could add to this would be the ability to create the .dif for tram/fel so that you can actually seperate what is on those 2 maps. For me that feature alone would make this tool the most useful of all that I have for map editing and I would use it just for that if nothing else. Aside from that though this is a rather impresive program and looks very promising. I look forward to seeing this in a more complete form.
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Old 08-08-2006, 04:44 PM   #121 (permalink)
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You can already import and export from/to dif files
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Old 09-12-2006, 06:12 AM   #122 (permalink)
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Any news about new version ? Specially about sounds editing ?
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Old 10-04-2006, 02:31 AM   #123 (permalink)
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I wish I had seen this earlier! Google sent me to this thread, and I was like OMG Awesome! I've been using MULPatcher 9.3 to edit this stuff. That program looks like it hasn't been updated since WinME.

I haven't tested this yet, but it sure looks like it replaces everything MulPatcher does.

I just hope it lets me change animations. Mulpatcher crashes for animations on my comp. I can't make custom clothing without that part. (well I can actually... it just won't be visible except as a item, and on the paperdoll)
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Old 10-13-2006, 11:18 AM   #124 (permalink)
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Havent gotten chance to try this yet. My question though would be does this allow you to patch the verdata it creates into the muls or does it just create a verdata file that you need to patch with a seperate program?

If it requirews a seperate program have any suggestions what to use for this or you might even consider adding some feature to this to allow you to patch things directly into muls or use a verdata file and merge that to the muls.

Anyhow Just my thought and quest on this.
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Old 10-14-2006, 12:15 PM   #125 (permalink)
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Quote:
I just hope it lets me change animations. Mulpatcher crashes for animations on my comp. I can't make custom clothing without that part. (well I can actually... it just won't be visible except as a item, and on the paperdoll)
Sorry but that's one of the weak points of my program. I had not yet the time to implement support for animations

Quote:
Havent gotten chance to try this yet. My question though would be does this allow you to patch the verdata it creates into the muls or does it just create a verdata file that you need to patch with a seperate program?
I includes a function to create SFX patches. That will take the verdata and put it into an executable you can simply distribute. This exe will when started ask for the UO directory and will then write all entries from the original verdata (which is now included in the exe) into the according mul files. That was my choice for patch distribution.
One thing to consider: it is uncompressed. So choose whatever compression you like (rar, 7z, zip, whatever).
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