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PostPosted: Tue Jun 14, 2005 10:58 am 
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Young
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hello all, im new to this map stuff so bear with me on this.

im trying to make a map, (im using the paint program in windows) the shades ive found on charts people have made dont work...my water turns to grass, my black area turns in cobblestone, my trees to desert.

can somebody please point me in the right direction here? thanks for the help


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PostPosted: Tue Jun 14, 2005 5:03 pm 
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Posting Whore
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As far as I know you cannot use the normal "paint" program to make maps.

You need to find "Photoshop or Paintshop" those are what Dragon is designed for.

Dev

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PostPosted: Tue Jun 14, 2005 5:48 pm 
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Newb
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http://www.ryandor.com/forum/viewtopic.php?t=667

Isn't this the normal paint?


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PostPosted: Tue Jun 14, 2005 7:33 pm 
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Slayer of Fools
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Yes, it is.
Yes it is doable.
The problem is if you need help with it you'd have to get it from one of the people who have done it (and there aren't a lot). Most of us use photoshop.

The fact about Dragon and the image is that Dragon doesn't care what color it is, it goes by the position in the palette.

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PostPosted: Tue Jun 14, 2005 9:08 pm 
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Young
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ahh so if the position in the pallette is wrong, it could in thory use red as grass...

that explains ALOT, i didnt think of that, in that event, does anybody no where i can get a free trial or such, i tried to d/l from coral directly but the page is broken and i cant get it to d/l


thanks for the help though, that really explains alot of things


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PostPosted: Wed Jun 15, 2005 5:10 pm 
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Slayer of Fools
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Try bit torrent?

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PostPosted: Thu Jun 16, 2005 9:38 am 
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Young
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im sorry i dont even no what that is, what does it do?


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PostPosted: Thu Jun 16, 2005 12:43 pm 
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Master
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Try Gimp. It's a photoshop clone and it's free.

http://gimp-win.sourceforge.net/


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PostPosted: Thu Jun 16, 2005 3:13 pm 
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Young
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ok im d/ling that now, do u have a pallette that works with it? or can i use the one designed for psp 5.5


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PostPosted: Fri Jun 17, 2005 9:44 am 
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Master
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I found it easiest to make my own... but you can start with the palette from the osiconversionmod11.zip found on stormcrow's section: http://stormcrow.ryandor.com/

Just unzip it, open the palette dialog, right-click, and import the palette.

Note: you'll probably still want/need to make some modifications to the palette to match your maptrans.txt from dragon.

*EDIT*
I just realized how unclear those directions are...

1. Unzip the osiconversionmod11.zip
2. Open Gimp
3. Open osiconversionmod11.bmp in Gimp
4. File->Dialogs->Palettes
5. Right-click in palette dialog->Import palette
6. Source: Image

You should get a palette with 256 colors. Then create a new image, indexed to the palette file. To know which color to use for which terain/altitude, you'll want to double-check your maptrans.txt in the /dragon/scripts directory. If you need help with that, post and I'll give a quick tutorial on that.


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PostPosted: Fri Jun 17, 2005 10:25 am 
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uomorgan wrote:
im sorry i dont even no what that is, what does it do?


Bit Torrent is a P2P program, often used to pirate programs, such as Photoshop.

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PostPosted: Fri Jun 17, 2005 10:27 am 
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Young
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ok i imported the pallette of that map, how do i compare it to the dragon conversion to know which colors i need to use?


thanks ALOT for the help, it is truly appreceated


EDIT

also, how do i bring up the pallette to use it now that its in the program, and what indexing?


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PostPosted: Fri Jun 17, 2005 11:36 am 
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Master
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To know which color index goes with which terain/altitude, open maptrans.txt in your /dragon/script directory. You'll see stuff like this:

Code:
// ****************************
// 00 = Grass
// ****************************

00 00 000 0003 0004 0005 0006
01 00 005 0003 0004 0005 0006
02 00 010 0003 0004 0005 0006
03 00 015 0003 0004 0005 0006
04 00 020 0003 0004 0005 0006
05 00 025 0003 0004 0005 0006
06 00 030 0003 0004 0005 0006
07 00 035 0003 0004 0005 0006
etc...


Each line tells you about one index from the palette file. The first number is the position in the palette. The first digit is the row, the second is the column (from 0-f, in hexadecimal). The next number is the group, in this example, '00' is grass. Next comes the altitude. I tend to stick with multiples of 5, but that's all personal preference. Then you have the landscape tiles, which are selected rendomly from the list.

So, to place grass at an elevation of 0, use the color in position '00' of the palette. This is row 0, column 0, or the top left color. As another example, the index '4a' would be the color from row 4 (remember, we're numbering from 0, not 1) and column a (or 10, in decimal).

You can change what's in the maptrans.txt quite easily, just make sure you keep track of your changes in the palette file as well.

As for indexing, create a new image, 6144x4096. Then go to Image->Mode->Indexed, select custom palette, choose the palette you pulled from the osiconversion image, **uncheck "Remove unsed colors from final palette"**, and click okay.

Open the palettes dialog and double-click the osiconversion palette and you're off and running.


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PostPosted: Sat Jun 18, 2005 10:35 am 
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Bear in mind that maptrans is for the 1.05 core. It will not work with the 1.03.62 core. If you are going to use mod11 that palette is fine, in fact if someone sends me a gimp palette I'll put it in the mod11 download. If you are using a different mod then you can easily do the same thing to make a gimp palette with an image formatted for that mod.

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PostPosted: Mon Jun 20, 2005 9:20 am 
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Master
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Since the important thing is the color index, you only need to use the maptrans.txt. You can use any palette file that you like, just pay attention to the index, not the color.


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PostPosted: Mon Jun 20, 2005 11:24 am 
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Young
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sorry for the long delay, i was away for the weekend on vacation..

ok i got the dragon9 pallet in and it took me a while to figure out what u were talking about but the colors in maptrans seem to match the colors on the pallett(visually, grass 0 is green, grass 5 is another green, exc)

im gonna give this the test run, make a basic map with all different tiles and such to test it, hopefully that works out perfect

my next issue is patching, how do i do all of that so i can still play OSI uo and not mess up those maps, and when i connect though uog it d/l the modded maps and such.


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PostPosted: Mon Jun 20, 2005 12:05 pm 
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Master
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First, make (using notepad) or search the forums here for empty .mul files. You'll need several in order to make your map work properly. How many and which ones will depend on what map(s) you're creating.

Make a directory and put the following files in it: map*.mul, mapdif*.mul, mapdifl*.mul, multi.idx, multi.mul, statics*.mul, stadif*.mul, staidx.mul, stadifi*.mul, tiledata.mul **EDIT** <---- These files should come from your client directory (copy them)

You should wind up with 30 files total. Point your emulator to those files (not the ones in your client directory), and now we get to butcher them. Replace map0.mul, statics0.mul, and staidx0.mul with the ones you get from Dragon and DragonSP (assuming you're doing a tram/fel map). Everything else that has a 0, 1, or 2 in the file name should be replaced by an empty file.

Now open UOGateway, create a local server, and in settings, you should see "Add files from path:", so type in the path to the directory with all your files. UOGateway will make its own copy of all the files in a uog directory in your client directory, and use those files instead of the OSI client files.


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PostPosted: Mon Jun 20, 2005 12:50 pm 
i already made blanks, the problem i am having is making Runuo get at those files, and getting uog to read them in the patch, it never seems to work out the right way


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PostPosted: Mon Jun 20, 2005 3:13 pm 
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Master
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Point RunUO to the files in the datapath.cs script. You'll need a line that looks like:
Code:
      private static string CustomPath = @"C:\RunUO\UOData";


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PostPosted: Mon Jun 20, 2005 3:34 pm 
thats where i run into problems, i made a new file called map in the runuo area, and tried to add the line like that but it ignored it and just called on the standard uo maps


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PostPosted: Mon Jun 20, 2005 3:38 pm 
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Young
Young

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Posts: 8
thats me above, didnt notice i wasnt logged in.


here is my next problem with gimp. when i try to make a new map, it 192 megs instead of 24....if i load a blank that i have of the OSI map, it comes up as 24 but when i save it turns into 12 mb, and dragon wont accept it because its the wrong file size


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PostPosted: Mon Jun 20, 2005 9:28 pm 
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Master
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You'll need to get at least a basic map before you can load it in an emulator...

As for the file sizes, it sounds to me like you're saving as a 24-bit bitmap, not an 8-bit bitmap.

For the path, you have to add it to your datapath.cs script. Look in the runuo/misc/ directory for the file. It's fairly obvious where to add it in the file.


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PostPosted: Tue Jun 21, 2005 7:45 pm 
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Young
Young

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ohhh it has to be saved as 8-bit? i thaught it was 24 bit, i will try that now


i no where to add the file, i just dont no how to type it in correctly and make the line work and all that, whenever i add the line, it never seems to work


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PostPosted: Tue Jun 21, 2005 10:41 pm 
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Master
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Run a search for datapath.cs from the Start menu. Open the result using wordpad (or your favorite text/code editor). The top of the file will look something like this:
Code:
using System;
using System.IO;
using Microsoft.Win32;
using Server;

namespace Server.Misc
{
   public class DataPath
   {
      /* If you have not installed Ultima Online,
       * or wish the server to use a seperate set of datafiles,
       * change the 'CustomPath' value, example:
       *
       * private const string CustomPath = @"C:\Program Files\Ultima Online";
       */

      // The following line is the one you need to add
      private static string CustomPath = @"C:\Program Files\RunUO\UOData";

      /* The following is a list of files which a required for proper execution:
       *
       * Multi.idx
       * Multi.mul
       * VerData.mul
       * TileData.mul
       * Map*.mul
       * StaIdx*.mul
       * Statics*.mul
       * MapDif*.mul
       * MapDifL*.mul
       * StaDif*.mul
       * StaDifL*.mul
       * StaDifI*.mul
       */

      public static void Configure()
      {
         string pathReg = GetExePath( "Ultima Online" );
         string pathTD = GetExePath( "Ultima Online Third Dawn" );

         if ( CustomPath != null )
            Core.DataDirectories.Add( CustomPath );

         if ( pathReg != null )
            Core.DataDirectories.Add( pathReg );

         if ( pathTD != null )
            Core.DataDirectories.Add( pathTD );

         if ( Core.DataDirectories.Count == 0 )
         {
            Console.WriteLine( "Enter the Ultima Online directory:" );
            Console.Write( "> " );

            Core.DataDirectories.Add( Console.ReadLine() );
         }
      }

The line you need to add is sandwiched between the two comment blocks, and I've pointed out which line it is.


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PostPosted: Tue Jun 21, 2005 10:50 pm 
uhhh...
i'm still getting errors with the "stock" mod11 map made my matonor.

the grass is like "203813" on both the palette and my map, yet its rendering as ocean.

blarg?


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