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World Forge and Custom Graphics
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Author:  Zeter [ Mon Nov 21, 2005 3:13 pm ]
Post subject:  World Forge and Custom Graphics

I'm trying to get punt's WorldForge to recognize custom graphics I use. I've edited the palette.xml and added a section:

<group name="Snow Trees">
<tile>10151</tile>
<tile>10152</tile>
<tile>10153</tile>
<tile>10154</tile>
<tile>10155</tile>
.....
</group>

The numbers are those that correspond with the graphics in InsideUO.
I re-loaded my palette and I get the sub-tab for "Snow Trees", but the content of the tab is empty.

Does anyone see anything wrong with what I'm doing? I'm hoping once I get the palette.xml to work that WorldForge will let the graphics appear so I can add/delete them from my statics.

Thanks.

--Zeter

Author:  punt1959 [ Mon Nov 21, 2005 7:03 pm ]
Post subject:  Incorrect Section

first, I hope you are using WorldMaker Map editor over WorldForge. One is far improved. Available at http::/www.ragedcom.com/punt

Second, is the group entry and tile ids in the correct static or land section?

Your symptoms are consistent with having them in the incorrect section.

Author:  Zeter [ Mon Nov 21, 2005 10:05 pm ]
Post subject: 

I migrated to the tool you mentioned, thanks for that advice. I still have my palette issue though. I checked what section they were in and it should work, they're in the same section as the other trees.

<group name="Snow Trees">
<tile>10151</tile>
<tile>10152</tile>
<tile>10153</tile>
...
</group>
<group name="Trees">
<tile>3274</tile>
<tile>3275</tile>
<tile>3276</tile>
...
</group>

In WorldMaker I again get the tab for Snow Trees and all the numbers appear for the correspondin graphic, but none of the actual images appear and I still dont see any of the objects on the map.

--Zeter

Author:  punt1959 [ Tue Nov 22, 2005 6:12 pm ]
Post subject:  Valid ids

Next, are the ID's valid are in the mul files you are referencing in the registery? The other reason WorlMaker Map Editor does not show tiles in the palette, are if they are not valid in the mul files.

Author:  Guest [ Tue Nov 22, 2005 11:10 pm ]
Post subject: 

That seems to be the issue. I went and added some graphics I knew would work to the list and they appeared properly. How can I go about fixing my graphics? I can place them on a live server no problem, but in inside UO they appear with a red background.

Any suggestions?

Author:  Xenoth [ Wed Nov 23, 2005 12:45 am ]
Post subject: 

Hmmmm.... if that artworks are working nice in the game, they must look good and in InsideUO. If there is red background in it exacly, it's possibly error in InsideUO code.

Author:  punt1959 [ Wed Nov 23, 2005 6:23 am ]
Post subject:  verdata.mul

verdata.mul?

Perhaps you have the custom graphics in verdata.mul?

The worldmaker suite does not use verdata.mul.

Author:  Guest [ Wed Nov 23, 2005 3:13 pm ]
Post subject: 

They could be in the verdata, yes.

WorldMaker does or doesnt use the verdata? I know I see no path link to it in the program.

Author:  punt1959 [ Wed Nov 23, 2005 3:57 pm ]
Post subject:  Correct

Correct, it does not use verdata.mul. Verdata mul was dropped by clients for some time, so as I continued to update the tools, I eventually just dropped support for it.

Author:  Guest [ Mon Nov 28, 2005 5:13 pm ]
Post subject: 

about the verdata.mul you get it from the patchdata.mul or somthing of that nature you can modify the verdata all you want but when you throw it in your uo directory nothing happens anymore lol

its like ML does not use it or somthing so now which mul do you modify for costomizeing gumps?

Author:  Dev Viperrious [ Mon Nov 28, 2005 6:16 pm ]
Post subject: 

All of them...

You will need to use Mulpatcher or one of the other patch programs running around and patch them directly to the .mul files they belong to.

It is a lot of work and takes some practice but it is the only way to patch files anymore. Most new EMU's do not support veradata.mul either.

Check these sites;
http://www.emuresource.com/info.php?game_id=1

http://www.tanjiers.org/

http://www.shardwire.org/

Dev

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