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Old 01-06-2007, 07:21 PM   #151 (permalink)
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Alright, I built a complete town, and I hit save. When I log into UO I see this town when I go to the location but I cannot move around. How do I make the client relize the changes have been made? I know I have to create some Verdata.mul but im not seeing how I do that.
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Old 01-06-2007, 07:27 PM   #152 (permalink)
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Verdata.mul is no longer used, and in order for the client to see it, the client must have downloaded the patched mul files, or have them manually installed.
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Old 01-06-2007, 07:39 PM   #153 (permalink)
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Alright, you told me what to do but the question is how?
I got it on my map visually but not physically, you see it but can't run around on it and what not. How exactly do I install the changes to the game.

Last edited by Hazey; 01-07-2007 at 09:24 AM.
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Old 01-09-2007, 11:49 PM   #154 (permalink)
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Talking lol help an idiot :D

i need an easy program to make wearables plzzzzz!!!!
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Old 01-10-2007, 02:56 AM   #155 (permalink)
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Quote:
Originally Posted by Hazey View Post
Alright, I built a complete town, and I hit save. When I log into UO I see this town when I go to the location but I cannot move around. How do I make the client relize the changes have been made? I know I have to create some Verdata.mul but im not seeing how I do that.
It sounds like your client and server are using 2 different sets of files.

You need to make sure your server is using the same files (or a copy of the same files) as your client so that both the client and the server are "seeing" the same world.

Map0.mul, Statics0.mul, and Staidx0.mul are the 3 files used for the Trammel/Felucca map.
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Old 01-11-2007, 03:29 PM   #156 (permalink)
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suposing that i have some house in britain and i want to put this house in yew, i want to copy it and put it in yew, how can i make this?

and this house and its itens are all in the stactics file.
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Old 01-19-2007, 02:16 AM   #157 (permalink)
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best way to do that is using UO Arcitect from www.orbsydia.ca
oit allows you to copy, manupulate and design and place buildings
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Old 01-19-2007, 04:36 AM   #158 (permalink)
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Well, theoretically you can select a bunch of statics and move them around (using numpad and +/- for altitude). I'll include a "move by offset" function in the next version. Copy&Paste is currently not available. Maybe I'll even implement that into the next version.
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Old 02-05-2007, 03:12 AM   #159 (permalink)
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Please work on the interface in the next one.

For example, window positions should save. There should not be so many windows. You should be able to close unwanted toolbars. The Art Browser should be dockable. Perhaps make it so you can assign groups of terrain tiles so you can choose them quickly rather than having to drag them into the pool over and over.

I really like this program and use it in conjunction with UO Landscaper to put finishing touches on maps, but there are some interface flaws that make the program more cumbersome than it should be.
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Old 02-05-2007, 07:43 AM   #160 (permalink)
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Making the art browser dockable sounds like a good idea, I'll think about it.
The Mul-File-List and the Navigator can both be closed via the view menu.
And regarding the tile groups: Look in the MulEditor\ArtFilter directory. There is a readme and an example how you can create groups. Just copy that example XML and modify it to your needs. (It has to be in that directory and must have the .xml extension)
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Old 02-05-2007, 11:05 AM   #161 (permalink)
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Cool thanks.

I can't wait for the next version of this program.
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Old 02-05-2007, 07:17 PM   #162 (permalink)
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Please finish sounds patching
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Old 02-06-2007, 07:50 PM   #163 (permalink)
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When i go to edit map0.mul with statics0.mul and staidx0.mul, i get an error saying "The specified files do not match the specified map size", is this just the new patched maps? (anyone have the maps from a recent version?)
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Old 02-07-2007, 08:47 AM   #164 (permalink)
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There is a combo box where you can select the map size. I guess you wan't the ML map sizes instead of the Pre-ML ones.
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Old 02-23-2007, 12:47 AM   #165 (permalink)
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True, true all very TRUE will agree.
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Old 03-03-2007, 03:03 PM   #166 (permalink)
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This Editor sounds fantastic... cant get it to work though everytime i load i get the message cannot open TexMaps.mul (Access Denied).... any ideas?
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Old 03-28-2007, 05:16 PM   #167 (permalink)
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Editor is amazingly good, multi-faceted and extremely function! Kudos. I have never seen a better tool.

"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

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."

This probably already answers my questions, but Ill ask just to be on the safe side.

A. Would this explain why I can not select large blocks and or the whole map in one sweep with Shift+LClick(Primarily for large fill operations)?

Seems to only allow me to select an AxA sized block at a time(Though I can Continue to expand this area by repeatedly Shift Selecting AxA increments near the boundaries of the current selection--though that is pretty tedious for maps on my scale)

B. Any chance of implementing a method to edit/select/ and preform fill operations straight from the radar? That would be supremely useful.


Re: "This Editor sounds fantastic... cant get it to work though everytime i load i get the message cannot open TexMaps.mul (Access Denied).... any ideas?" Your TexMaps Mul is not currently in use by an instance of another program like say UO is it? If so close all instances of other programs using this file(if you intend to edit it), if you only wish to view it(and/or need to keep other programs running) try using the readme only mode

Last edited by BaronVallyr; 03-28-2007 at 05:24 PM.
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Old 04-04-2007, 10:44 AM   #168 (permalink)
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Is this tool still being supported? I had to ask because I saw it a while back and it looked great then. I havent kept up to date on things though lol
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Old 04-15-2007, 11:28 AM   #169 (permalink)
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Is there any way of large scale map editing? The limit to the size of the window makes it pretty hard to paint large areas...
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Old 04-18-2007, 12:17 PM   #170 (permalink)
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How come i can't edit the arts Gump Ids?
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Old 04-23-2007, 03:32 AM   #171 (permalink)
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After reading all posts I have gathered that switching from the felucia map to trammel has something to do with the diff files but I'll be darned if I can figure it out. Can anyone explain how to get the trammel map loaded?
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Old 04-23-2007, 10:45 AM   #172 (permalink)
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basicaly to get the tram map loaded with its diff file - need to find all of the map 0 files & the map 1 files - make a back up of them 1st !!!!!!!
then rename map 0 one to map x for now - then rename map 1 files to map 0 files, then rename map x files to map 1 files

you have now basicaly switch tram & fel maps around
now you can edit the diff file

then when down - do the reverse for the renaming back

pain in the rump - but it does work - sometimes
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Old 04-23-2007, 02:02 PM   #173 (permalink)
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It's not nearly as complicated
Simply load map0.mul so you have felucca. Then choose File --> Load diff files and select the directory where your mapdif*1.mul and stadif*1.mul files are located and enter the index "1" in the according field. Don't forget to select both options, "Stadif" and "Mapdif" and set the directory and index for both.
If you want to save your work, be sure to hit "save to diff files" instead of just "save".
"Save" would write the changes to the map files (map*.mul, statics*.mul, etc.) which in this case would
overwrite felucca.
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Old 04-23-2007, 05:37 PM   #174 (permalink)
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Ah, Thank you very much. Very easy once explained, I would have fumbled around forever before figuring that out. I love the tool +++karma to you.
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Old 06-15-2007, 04:36 PM   #175 (permalink)
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ok im sure im just missing a step i added 2 diff art bmp's to the static art. they are both there i can see them but when i try to add them in game, it just says 1 object generated but nothing shows up?
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