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PostPosted: Sun Jul 31, 2005 2:04 am 
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Master
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Joined: Mon Jan 20, 2003 7:55 pm
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Hi. On another thread, some were talking about making really tall cities by lowering the world to the negative z-axis.

Well, I used UOCopy to do just that, after running my world through Dragon. It worked like a charm, lowering the actual world. But, the statics (trees, flowers, rocks, etc.) remained at z-level 0.

I tried to use Worldforge to patch the items.wsc file, created by UOCopy into the statics/staidx files but, after 5 hours of seeming activity - even though at several points I got the msg saying WF was "not responding"- I shut it down.

Should I have waited? Is 5 hours normal or excessive? Is there another program that would move all the statics to the negative z-axis to match the rest of my world?

Thanks for any and all help.

-CMS
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PostPosted: Sun Jul 31, 2005 7:27 am 
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Posting Whore
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5 Hours is about 4.9 hours to long. As for the other question, I thought UOCopy could do the job but I guess not. That was the only program I know of off the top of my head.

Dev

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PostPosted: Sun Jul 31, 2005 10:33 am 
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Journeyman
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Perhaps Worldcopy ( no I don't mean UOCopy ) could do the trick. It has a z plane option as well though I have never tried to use it.

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PostPosted: Sun Jul 31, 2005 5:44 pm 
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Master
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I figured 5 hours was a bit long. :)

Also, I had tried UO World Copy, too, but kept getting an error message saying I'd entered an invalid area. So, I tried dividing the numbers by 64 and 8 and it only converted parts of the map. Then I tried backing off the number by one (i.e., putting 6143 and 4095) and it did the whole map, including the statics. ::shrug::

Does this mean there's a single tile line, somewhere on my map, that's still at 0 z? Or are 6143 and 4095 the correct numbers for some reason?

In any case, I have my map and statics where I want them, so I'm not complaining. :)

Thanks for the suggestions, guys.

-CMS
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PostPosted: Sun Jul 31, 2005 6:17 pm 
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Master
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Joined: Tue May 17, 2005 12:23 am
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Location: USA
The numbering probably starts at 0, not 1, so the map encloses (0,0) to (6143,4095), not (1,1) to (6144,4096). I've never used World Copy, so this is just a guess, but it's pretty standard notation with computers (and UO emus in particular).


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