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PostPosted: Tue Dec 14, 2004 4:43 pm 
I've searched through this forum, RunUO's forum, and done google searches, and while I've seen the problem asked I have yet to find a solution that will work with my custom map.

I have used the cartograph tool to create my multimap.rle file, I've placed it in my UO folder, all the maps look phenomenal. The problem comes with treasure maps and weather maps, both of these maps display the pins at the wrong location. The location is always west of the area it should be displayed. The further east I go the further the pin is off target. I have tried using the default size for the map (as per the tutorials that I've found) as well as multiple sizes and dimensions for the .bmp prior to encoding it, the result always appears to be the same. I've also tried shifting my map to the west until some of the pins begin showing properly, however once again the pins further east gradually show off.

I'm sure I'm missing something elemental here, but I've spent two days trying to figure this out. If anyone has any ideas could you please post them, and if you'd be so kind drop an email to Jubal@ebonspire.game-server.cc to let me know that you've done so. ( I will of course monitor this topic as well )

Thank you in advance for any help anyone is able to provide.

Jubal


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PostPosted: Wed Dec 15, 2004 2:40 am 
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Slayer of Fools
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We had some discussion on it here some time ago, I am assuming that you searched and read them. No help?
I have never gotten around to playing with these so I can't offer any help.
Dian was the man who knew quite a bit about it, but none of us have heard from him in quite a while.

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PostPosted: Wed Dec 15, 2004 7:42 am 
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You try here?

http://www.runuo.com/forum/showthread.php?t=27394&highlight=Treasure+map

Here is the results from one of my searches in the forums there

http://www.runuo.com/forum/search.php?searchid=435797

I think the bit map size is the problem you were having. It does need to be a specific size to work.

Dev

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PostPosted: Wed Dec 15, 2004 8:37 am 
Actually I did finally figure it out, and yes I had followed the directions in those posts as well...

The way I got mine to work was by setting 3 tmap locations one near the each edge of the world and one near the center. My canvas size had to remain constant, however I had to stretch my terrain detail until the pins lined up across the map. It took me a few tries to get it right, but I was finally able to get it.

BTW...canvas (image) size does not matter with UO 4.0.6a Not sure about precvious versions, but I found my map displays best with a width of 2189 and a height of 2046 and everyone who's received the patch for testing has had no problems pinpointing the treasures.

Thank you for your responces however. I do hope that this reply may help others in the future with similar problems.


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PostPosted: Sun Jan 02, 2005 5:00 pm 
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I am lost. I have done everything correct as far as I can tell but for some reason the map does not show complete when I use cartography in game to make a world map, part of the world is cut off like the map is too large.

The map size is 2189 width and 2046 height and tried it as the same size as the original map as well which was 2560x2048, and also tried making it smaller. I am gonna show the screen shot of the map in game. I tried to put the map.bmp in but it was way to big and annoying. You can tell from the screen shot that a good portion of the land is missing

Here is the screen shot

Image

If anyone has any suggestions as what to do please let me know. Thanks!!


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PostPosted: Sun Jan 02, 2005 6:25 pm 
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What did you mean by this?

Quote:
I tried to put the map.bmp in but it was way to big and annoying.


Your suppose to use the map bitmap just change it to a black and white map and minus the dungeon/T2A area of course.

The map size "must" be 2560x2048 there are no exceptions to that rule. Now just because it requires 2560x2048 does not mean the actual image in that map has to be blown up that large. Just use Photoshop and enlarge or shrink the image on the 2560x2048 canvas.

Dev

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PostPosted: Sun Jan 02, 2005 7:27 pm 
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I meant that I was gonna post it here so everyone could see it but it was too large to view here on the boards.

I have gotten the map to work now but the problem I have run into is the treasure maps don't resemeble the terrain very well and they are very hard to read and be able to figure out where they are at.

I am using photoshop 7 and taking the bmp and making it 2560x2048 I then make it greyscale then I use filter - stylist - find edges and then make it a bitmap and save it. I then of course use cartograph.exe to put it into the multimap.rle

I put in new treasure map locations but it very hard to look at the t-maps and tell where that area is. I have been playing UO for over 4 years and love treasure hunting and never had much of a problem finding locations using the standard OSI maps and multimap.rle

Am I doing something wrong or is it just harder to make custom maps into treasure maps?


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PostPosted: Sun Jan 02, 2005 7:39 pm 
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it is a tedious and hard task to get the terrains down on your BMP to transfer it over. but thats an opinion i have.


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PostPosted: Sun Jan 02, 2005 8:18 pm 
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Looking at your map above I can see why its a little hard and confusing.

Thats why OSI never placed T-Maps in the T2A region, you went a little overboard on the complexity not that its a bad thing for players.

It will however make it pretty hard to find T-Map locations as you figured out but its a side effect of having such a complex map.

Dev

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PostPosted: Sun Jan 02, 2005 8:38 pm 
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I must be doing something wrong then because that is the main world map, doesn't include anything off the map like dungeons or anything similar to T2A. Is my main land mass too large?? I have made a few new t-map locations after removing all OSI locations and the maps aren't lining up with the actual spots and they don't seem to show cities on the maps either.

**EDIT**

Okay, I followed a different tutorial and it suggested getting my .bmp from insideuo which I did and I now have better looking and easier to read maps though they are still off kilter. I just put in a treasure map spot and got the map for it (yes I am sure its the same one because I am only using 1 location for testing and I attempted to dig up treasure)

Here is the in game treasure map

Image

and here is the location on UOAM where the spot actually is..they aren't much off actually...

Image

What is the best way to stretch or alter the map so the treasure maps actually line up with where the spot actually is?? Thanks!!


Last edited by chief cowtipper on Sun Jan 02, 2005 9:18 pm, edited 1 time in total.

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PostPosted: Sun Jan 02, 2005 9:10 pm 
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when you pull the map from UOAM do you only save the main map and not the dungeon stuff? its the only thing i can think of that can cause this personally.
My graphic guy got ours correct on the first try. so i cant offer trial and error through learning ourselves :\


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PostPosted: Sun Jan 02, 2005 9:22 pm 
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Aragel wrote:
when you pull the map from UOAM do you only save the main map and not the dungeon stuff? its the only thing i can think of that can cause this personally.
My graphic guy got ours correct on the first try. so i cant offer trial and error through learning ourselves :\


I am a total noob at this actually so I am quite proud of myself, lol

I only took the main landmass, didnt include anything that is off to the side or bottom that is reserved for dungeons and what not. It isn't far off at all and I got the maps easier to read and tell where the locations are...its just a bit off and I am trying to figure out how to adjust the map so that the locations in game correspond to maps.


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PostPosted: Sun Jan 02, 2005 10:45 pm 
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There is an offset for the actual T-maps but RUNUO seems to be taking a dirt nap again so I wont be able to check until tomorrow.

Some help with the making of maps can be found in the forums here;

http://www.ryandor.com/forum/viewtopic.php?t=895&highlight=treasure+maps

Until RUNUO comes back online!

Dev

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PostPosted: Tue Jan 04, 2005 12:09 am 
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I am having all kinds of problems trying to get my custom treasure maps to line up with the actual t-map locations. Let me state all that I have done and see if maybe I missed anything.

1. I got the tutorial for cartograph.exe from here and checked other posts for info on making custom treasure maps for a custom map.

2. decoded the multimap.rle from OSI and used InsideUO to get a good map and then used photshop 7 to make new map.bmp
a. made gradescale
b. filter - stylize - find edges
c. make bitmap
d. save as map.bmp 2560x2048

3. Encode map.bmp back into multimap.rle

4. Replace OSI Multimap.rle (after backing up of course) with my custom multimap.rle

I have done this so many times that I am now getting really nice looking treasure maps with nice details other then the major glitch of the pin being a bit north of where the location actually is. Before anyone asks...I did remove all the original OSI locations from treasuremap.cfg (runuo) and put in 4 test locations for me.

dev viper was saying something about an offset in runuo but I have been scouring their boards as well and haven't found anything that helps. I am going to post the most current pictures.

Treasure Map
Image

and UOAM showing actual location
Image

Anyone have any ideas?? I am totally lost here....


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PostPosted: Tue Jan 04, 2005 3:12 am 
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Okay I feel real stupid but I figured it out finally. I am using someone else's custom map because I wanted to try things out in case I decided that I didn't want a custom map before putting all the time and effort into making my own. I guess you shouldn't have dungeons along the bottom of the map. What I ended up doing is after getting it from InsideUO I blacked out the bottom and then went and did everything to put it into the multimap.rle and now it works fine. Thanks for all suggestions, gave me alot of learning experience for when I do make my own map.

Image

Image

Image


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PostPosted: Tue Jan 04, 2005 7:22 am 
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ahhh So you werent including the bottom dungeon area in the cartography conversion? That would explain the distortion, thank you for letting us know the cause and fix.

Dev

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