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PostPosted: Thu May 22, 2003 7:03 pm 
Hey everyone...

I'm trying to make a custom map using the ilshenar size. I've read how to do it in the other posts, and it works perfectly for the most part. I am able to make my new map appear as ilshenar, and the statics all show up where they are supposed to.

My problem is that there are still parts of the original ilshenar map showing up on my map. I read a post earlier about mapdif.mul files and I tried replacing them all with 0 kb files. However, these map parts are still there and it's really frustrating. Here is a list of what I've done so far:

1. Made custom 2304x1600 map and put it in a felucca sized bmp
2. Used dragon to make it as a fel map, and placed statics
3. Used UOCopy to make my 2304x1600 map the ilshenar map
4. Used MulTool to freeze the items.wsc created by UOCopy onto the ilshenar map
5. Replaced all of these files w/ 0 kb files:
stadif2.mul
stadifi2.mul
stadifl2.mul
mapdif2.mul
mapdifl2.mul

If you have some insight into what file I'm missing, I'd greatly appreciate it. These map parts don't show up just on UOAM, but in my map itself as well.


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PostPosted: Thu May 22, 2003 9:38 pm 
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Journeyman
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Joined: Mon Dec 02, 2002 3:33 pm
Posts: 64
<---- That was me above... but I got a few things figured out and I realized that I accidentally lied to you in that last post (sorry!)

Making those files I mentioned into 0 byte files got rid of most of the annoying statics, but not all of them, so that's still a small problem.

The part where I apparently lied to you is when I said I got my own statics to show up in ilshenar. I've been trying for the past few hours and I can produce a full statics2.mul and staidx2.mul, but none of my coasts or trees etc show up in game or on UOAM.

I actually CAN get the statics to show up if I just leave it as a felucca-sized map and use UOCopy to put in a few islands that i want to keep. So I don't think that I am failing to make a valid items.wsc.

I think my problem lies with using MulTool to freeze the items.wsc into statics2.mul and staidx2.mul. I can't get it actually work. Those 2 files are created and they have the correct size, but they don't seem to show up. I even tried just renaming my statics0.mul to statics2.mul... they should be the exact same file, shouldn't they? But it didn't seem to do anything positive or negative.

Here's my question in a nutshell: Has anyone successfully made a custom map for ilshenar? If you have, I'd love to ask you some questons.

(Sorry again for telling you in the first post that I had successfully frozen my ilshenar statics.)


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PostPosted: Thu May 22, 2003 11:35 pm 
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Not your daddy
Not your daddy

Joined: Mon Nov 18, 2002 2:18 am
Posts: 1224
Location: Oregon State
Quote:
Here's my question in a nutshell: Has anyone successfully made a custom map for ilshenar? If you have, I'd love to ask you some questons.


yes, but atm Its late, and I cant bare to dig into my resources to go over all the details to it. I have never used Mul Tool, for one thing..

btw, the EMU you are useing would be usefull to know, in order to help better. It can narrow down a few things.

As i think about it, I believe I used .. UO World Copy (UOWC) not UOCopy. There are 2 programs similarly named, that will do the map/statics copy slightly different...

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 Post subject: dif creator and merger
PostPosted: Fri May 23, 2003 3:35 pm 
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Apprentice
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Joined: Tue May 20, 2003 5:00 pm
Posts: 26
Not sure if this helps or not, but I have a tool that merge the dif files into the mul files (so you can use standard editing tools, and get map1 for instance).
I also have tools that will take your mul files, compare them to the standard mul files (assuming you still have them), and generate dif files.

The below link will take you there.

http://games.gimbo.org/~punt/


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PostPosted: Sat May 24, 2003 11:09 am 
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Journeyman
Journeyman

Joined: Mon Dec 02, 2002 3:33 pm
Posts: 64
Thank you both for your replies...

Dian, I'm using the RunUO emu, but I really believe it doesn't have anything to do with RunUO since the statics don't show up with UOAM either.

If you didn't use MulTool, how did you generate the new statics2.mul and staidx2.mul files? WorldForge seems to only work with the *0.mul files. If you could point me in the direction of UO World Copy, i'd really appreciate it. I got everything that I am using now straight off Ryandor's download section.

Punt, I've seen your collection before and I'm really glad you have it up. After that last post i ended up taking every dif file I could find (including fel and tram) and making it 0 bytes. Until I figure this out, I'm just sticking to using my smaller map on the felucca map size.


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PostPosted: Sun May 25, 2003 10:56 am 
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Not your daddy
Not your daddy

Joined: Mon Nov 18, 2002 2:18 am
Posts: 1224
Location: Oregon State
Basicly, I made a map on a standard *.bmp that you run with Dragon, generating a Map0.mul. create the land mass within a 2304 x 1600 area (search the forums here to verify that is the size)
Once the land is finished, I had built and froze everything on that Map0, statics0, staidx0.mul files, once finished again, I then used UO Copy, and transfered it all over to the Map2.mul

I asked what EMU you use, because you can save yourself a lot of time now, with RunUO. Simply finish your landmass, and you can copy it right away to the Map2.mul. All you need is the statics that you generate with Dragon, and use RunUO's in game commands of .Freeze / .UnFreeze, etc.... It makes things that much easier.

Also.. Are you useing a custom map for the Map0.mul as well? you can override the Diff files in the code, that should completly solve your trouble of seeing those little bits of map/statics you were talking about. It will also make seing those blank Diff files i had submitted earlier not nessisary.

hope that helps.

_________________
Forget what you know, know what you forget.


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PostPosted: Sun May 25, 2003 8:56 pm 
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Journeyman
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Joined: Mon Dec 02, 2002 3:33 pm
Posts: 64
Oooh, cool ideas! I knew about runUO's freeze commands, but i never put the two together. I'll try that right away!

How do you override those dif files? You mean in RunUO? I will search for where to do that right now. Thanks a million Dian!


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PostPosted: Sun May 25, 2003 9:17 pm 
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Not your daddy
Not your daddy

Joined: Mon Nov 18, 2002 2:18 am
Posts: 1224
Location: Oregon State
Actually, there is no script made for that, but here is mine <below>
basicly, a long while back, around Beta 10 (?) I had given so much flack about the fact of them giving fuill support to those Diff files, that they didnt make any way to override the support, it was hard coded, and finally, they added the override support. here is what you need,

Lable this as:

StartUpSettings.cs

Code:
using System;
using Server;

namespace Server.Misc
{
   public class StartupSettings
   {
      public static void Initialize()
      {
         TileMatrixPatch.Enabled = false;
      }

      public StartupSettings()
      {
      }
   }

   public class Maps
   {
      public static readonly Map Heartlands = Map.Felucca;
   }
}


place in Scripts/Misc
thats all you need. You can also override the Map definitions as well, within this code block by adding, for example...

Code:
Map.Felucca.Name = "Heartlands";
Map.Felucca.Season = Map.Trammel.Season;


that example is what i used, you would add them right along, unde, the TileMatrixPatch.Enabled = false;

in game Static world building commands
[Freeze : Makes a targeted area of dynamic items static.

[FreezeMap : Makes every dynamic item in your map static.

[FreezeWorld : Makes every dynamic item on all maps static.

[Unfreeze : Makes a targeted area of static items dynamic.

[UnfreezeMap : Makes every static item in your map dynamic.

[UnfreezeWorld : Makes every static item on all maps dynamic.

each command will work on the map you are currently on, If you are on Map0.mul, of course both Tramell and felucca both will be efected, If on map2.mul, only that map (statics) will be efected, etc.. etc..

_________________
Forget what you know, know what you forget.


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PostPosted: Sun May 25, 2003 9:38 pm 
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Journeyman
Journeyman

Joined: Mon Dec 02, 2002 3:33 pm
Posts: 64
I'm sorry to re-post so quickly, but i'm having trouble with the first part of your post (the part about copying to map2.mul).

I currently have my custom map all done in felucca. It's the size of ilshenar (2304x1600). What I'd like to do is copy it completely over into the ilshenar map. That way I can just distribute the custom ilshenar map as a patch to my players, and they can keep the normal fel/tram map.

copying the map0.mul to map2.mul was easy with UOCopy, but i couldn't get the statics files to transfer.

Can those RunUO commands copy my statics0.mul to statics2.mul? (and the same for staidx*.mul). I see that I would have to unfreeze felucca and refreeze the same items into ilshenar. But how would I transport all my unfrozen statics from fel to ilsh? Wouldn't i need a script for that?

Sorry if I seem to be raising different questions each time.


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PostPosted: Mon May 26, 2003 12:19 am 
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Journeyman
Journeyman

Joined: Mon Dec 02, 2002 3:33 pm
Posts: 64
Dian I did it!!! I made a script to transfer all the unfrozen statics from fel to ilshenar, and then i froze them there. And it worked! All statics are in their proper places, and there's no extra residue like there was before. I'm really really really happy about this.

If anybody wants the RunUO script that I made to transfer felucca statics over to ilshenar, i'd be happy to post it.


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 Post subject:
PostPosted: Mon Jun 09, 2003 7:22 am 
I would be interested in this script, as I am going to try to make 4 maps that are very similar but differant in small parts.

Could you email it is Viriiguy@hotmail.com?

Thank you,
Randy


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PostPosted: Mon Jun 09, 2003 4:26 pm 
Offline
Journeyman
Journeyman

Joined: Mon Dec 02, 2002 3:33 pm
Posts: 64
I called this file "felilsh.cs" and saved it in the Commands folder of RunUO.

To use it, first say "[unfreezemap" in felucca. This will take all your statics in felucca and turn them into items. Next, say "[felilsh" and it will transfer each of those items to the exact same location in the ilshenar map. Finally, go to ilshenar and type "[freezemap" and it will freeze all those items into the ilshenar map.

Code:
using System;
using System.Collections;
using System.IO;
using Server;
using Server.Items;

namespace Server.Scripts.Commands
{
   public class FelIlshCommand
   {

      public static void Initialize()
      {
         Server.Commands.Register( "FelIlsh", AccessLevel.Administrator, new CommandEventHandler( FelIlsh_OnCommand ) );
      }

      public static void FelIlsh_OnCommand( CommandEventArgs e )
      {
         int count = 0;

         e.Mobile.SendMessage( "Transferring all non-movable items from felucca to ilshenar..." );

         foreach ( Item item in World.Items.Values )
         {
            if ( ( item is Static || item is BaseFloor || item is BaseWall )
               && item.RootParent == null && item.Map == Map.Felucca )
            {
               
               item.Map = Map.Ilshenar;
               count++;
            }
         }

         e.Mobile.SendMessage( "Transfer complete.  Transferred {0} statics.", count );
      }
   }
}


Hope this is useful to you!


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