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#127 (permalink) | |||
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Newbie
Join Date: Jan 2006
Posts: 44
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One sugguestion though... the work area gets cramped with the side panels open... maybe you could make it so they can be click/dragged to move them left/right. That's about the only problem I've had, and it's more of a minor inconvenience rather than an actual problem. So good job! Quote:
The easier you make it for the end-user (the players), the more people you get to come. And lets face it... sometimes the players aren't all that bright. ![]()
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#128 (permalink) | |||
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Forum Novice
Join Date: Mar 2004
Location: Germany
Age: 23
Posts: 301
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Quote:
Quote:
![]() Quote:
But actually this is only a sub-feature of the verdata editor, to justify the usage of a Verdata even with newer UO client ![]()
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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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#129 (permalink) |
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Forum Novice
Join Date: Mar 2004
Location: Germany
Age: 23
Posts: 301
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Just a little update to sync the public version with what I already had finished since the last release.
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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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#130 (permalink) | |
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Newbie
Join Date: Jan 2006
Posts: 99
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When I try to open maps using the map editor, it will not open my custom (.mul) files that I created using UO Landscaper nor will it open any map files from EA/OSI... I always get the following message:
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I think this program is awesome because its an all-in-one application. I just wish I could get more use out of the map editor because I think it would make an excellent touch up program for the maps I've already spend endless months trying to complete. I don't know if this is a bug, but if it is then I hope it gets fixed. I appreciate the hard work you guys put into programs like this... Thanks a bunch! ![]() |
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#132 (permalink) | |
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Newbie
Join Date: Jan 2006
Posts: 99
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I definately noticed the map size did change, but does that mean that Mul Editor doesnt yet support the new map size changes after ML?!? I enlarged the maps created with UOL to match the new sizes (7168w 4096h) in photoshop by creating a new terrain and altitude map from scratch and converting them into a (.mul) file. When I tried to open it in the Mul Editor it gave me the same error as before; I even tried the custom size option at the bottom of the 'open map' gump and the error still appeared.
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Any suggestions? Here's what I want to be able to do... > I'm using UO Landscaper to give me the bitmap templates for each facet. > I'm painting my maps on both the terrain bitmap and the altitude bitmap > I'm converting the bitmaps into (.mul) files and the 2 static files -------------- With Mul Editor I want to be able to take my fully drawn map and add random altitudes, fix transition errors that occured using UO Landscaper, and add static decorations to the map. I know its possible, I think... LOL Asking too much? ![]() |
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#133 (permalink) |
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Forum Novice
Join Date: Mar 2004
Location: Germany
Age: 23
Posts: 301
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There is a dropdown list where you can choose the size. If the size is not there, you can choose "custom" and manually input the desired size. I will add the ML size as predefine in the next version. But in the meantime, you can manually specify the size
![]() Edit: As the new map size is most likely what current users prefer, I immediately added this size. The map selection dialog will now also auto-guess the size from the index of the map file. (For map0.mul however, it will still preselect the old map size, but you can simply select "Felucca/Trammel ML" from the list of presets). You can simply redownload the setup file and install it over your current version. If you have any problems or ideas (not only regarding the map editor), just let me know ![]()
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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; 12-04-2006 at 04:26 AM. |
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#134 (permalink) |
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Newbie
Join Date: Jan 2006
Posts: 99
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Thank you for all the help.
You mentioned suggestions in your last post. I have a few you might want to consider for future updates.... Most of which have to do with the Map Editor. would be nice to have an undockable radar map of the large .mul file so that we can navigate the who map at a click of a mouse button instead of switching windows and scrolling. also it would be cool to be able to place animated tiles, for waterfalls, lava falls etc. I think this would be a lot easier to accomplish in your program than manually in game. Every other part of your program works awesome for me. I appreciate the work that went into creating this. Thanks man. ![]() |
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#135 (permalink) |
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Forum Novice
Join Date: Mar 2004
Location: Germany
Age: 23
Posts: 301
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Before I can do a "standalone" radar, I will have to find a way to get better performance out of it ... currently it's quite slow (as you have probably noticed
). I think easiest way is to use the F-keys ... with F3 you switch to the radar, with a right click on the radar you move the center and with a left click you jump to the location.Animated tiles already can be placed, the only problem is that they will not be shown animated in the editor (but they will be ingame). These animated tiles are just a series of statics. You can see the single frames in the art browser and in most cases the first one is the one controlling the animation. So if you place that you will see a non-animated tile but ingame, it will be animated. But I will most likely add the rendering of animated tiles too, I just don't know when ![]()
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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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#136 (permalink) |
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Forum Newbie
Join Date: Nov 2006
Posts: 1
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Hey, great job on the program, it's been a lot of help. I was wondering if you could implement a save/export feature to save the radar view of the map (including statics) to some image format (.bmp, .jpg, .gif, etc.). As you're rendering it in the program, I can't imagine it would be too difficult to export the graphics to an image file. Anyway, let me know what you think....thanks again for the great program.
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#137 (permalink) |
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Forum Novice
Join Date: Mar 2004
Location: Germany
Age: 23
Posts: 301
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Yes that should be possible. If you need it ASAP, InsideUO can already do this. I will put it on the to-do list for the next version
![]() Thanks for all your interest ![]()
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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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#138 (permalink) |
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Forum Expert
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Alright, so now that I built my own customized map and im ready to add it to my ultima online client so that when I login I can see this map on the game. How would I do this? I know the generate button is there but where am I saving the files to the new statics and map file or is it a verdata.. im confused what is that I need to do after that map is on my Muleditor screen and ready to be shiped out?
Thanks... |
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#139 (permalink) |
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Forum Novice
Join Date: Mar 2004
Location: Germany
Age: 23
Posts: 301
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"Generate" is only to create new empty maps.
When you have edited a map, your the changes are made *directly* to the files (map[x].mul, statics[x].mul and staidx[x].mul ,where [x] is the index) once you hit File --> Save. You can then simply copy these files to your UO directory (don't forget to also update them server-side). How you distribute the maps to your players is a different thing and heavily depends on what you use (UO Gateway, ConnectUO, etc.)
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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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#140 (permalink) |
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Forum Expert
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Alright ill admit im computer illiterate but learning.. I created the land mass that I wanted. I saved my work To EAGames/Ultima Online/ That main Directory.. and went to the very spot I edited and I am not seeing the change.. What is it that im not understanding? Sorry about this
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#141 (permalink) | |
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Forum Newbie
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#142 (permalink) |
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Forum Novice
Join Date: Mar 2004
Location: Germany
Age: 23
Posts: 301
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You don't have to use the verdata. As stated on the first post, the editor is also able to directly edit the files. But to answer your question: that depends on what you want ;-)
The best is you take a look at existing tiledata entries to understand what OSI used.
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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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#143 (permalink) |
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Forum Newbie
Join Date: Apr 2006
Posts: 21
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I love the fact that you are keeping verdata.mul around to use to patch OSI files. It was always a good idea for how to patch.
My question is related to animations though. I realize you don't yet support animations, but I have added some into my verdata.mul file via other tools (Michealangelo & Mulpatcher). I assume your program will add/edit those verdata entries which are non-animations. Will the autopatcher program that makes the verdata.mul into a .exe that patches the OSI files work with animation patches though too? Ie, if I use your program on a verdata.mul file that already has various patches(including animations) and use the autopatcher on that verdata.mul, will the patcher put in the animation patches even though your program has no way to edit/add/delete them? It would be great if you could get animations put in btw. It's the only thing I plan to still use other programs for, and animations are such a mess when working with ancient tools like michelangelo.Good job on the program! ![]() Oh, just on a side note since you know alot about these things probably in general. You know how there are these texture spots in the static art file? Ie, 0x34d9 is one of a bunch of them. Does the client actually need that piece of art there? Or is that just junk from and old way of handling textures? I ask because I know OSI has a textures file seperate, and it has those texture tiles and far more, so if you needed one in the static art file, you should have lots more than just the ones that are present(I think?). So I am thinking these are old carryovers from when they perhaps used to put the texture tiles into the static art files, but the client likely doesn't use those tiles anymore for that. I ask because I am tight on empty space in my art files and would like to use those spots for some new art. If they are being actually being used though, then I obviously would be ill advised to do so. Otherwise, if they aren't, they're just as useless as static tiles as anything else. Also, does anyone notice how much duplication of tiles OSI is doing lately? Nearly all the roof tiles are two versions now. Is this for the custom housing builder? Does RunUO's custom housing need to use these tiles? I would love to toss all the duplicate tiles out the window since they are a huge waste of space for our purposes, though I would like to keep custom housing too. If we don't have to use these duplicates then I would prefer not to of course. I think OSI does them as duplicates mostly because their servers require every item be differently ID'd, and there are probably subtle differences betwen the two to the server that force them to use duplicate art. But we obviously don't need to have duplicate art for RunUO, since various items can use the same art tile. So anyone know if it is 'safe' to just overwrite these tiles to get more space for actual custom art? Last edited by neizarr; 12-29-2006 at 03:45 PM. |
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#144 (permalink) | |||
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Forum Novice
Join Date: Mar 2004
Location: Germany
Age: 23
Posts: 301
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Quote:
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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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#146 (permalink) |
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Forum Expert
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I am running into a problem and havent seen a post about this if there was already sorry.
Here is what is happening i set the paths for files. All the buttons in the tool menu will load but the art button. Here is the error it is giving me.... Division by zero. Lost not sure what to do. I have the updated muleditor and running runuo 2. |
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#147 (permalink) |
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Forum Novice
Join Date: Mar 2004
Location: Germany
Age: 23
Posts: 301
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That could be caused by an invalid/damaged art.mul, artidx.mul or tiledata.mul .... but that is only my guess from the points you mentioned. It's just something you could start with to check
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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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#148 (permalink) |
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Forum Expert
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okay thanks. i hope thats not it...think i would have to reinstall uo then. buggers. hehe. i could still get art tiles just the error came up. also incase anyone doesnt know this like i didnt but, be absolutely sure to close down your muleditor before trying to restart the server. with the restart and having my mul opened it was going through and removing every item anyone had equiped or worn. probably some sort of menu thing i was on at the time. but anyways just a lil hint. leave it to me to find out hehe. but, im pretty sure its in floppydics' notes of what to do. was late and tired.
thanks again floppy. will be doing testing and getting used to it on a different runuo file. but love what i see . |
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#149 (permalink) |
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Newbie
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i need help
hey, i dont achive make wearables by the common mode (Add Wearable) have other mode of make wearables, or other program easy to make wearables?? ![]()
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ww.runuo.com/forums/search.php?searchid=1758747 - my list of threads Luaren is my signature on scripts 8) |
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