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 Post subject: melting parts of a map
PostPosted: Mon Jul 22, 2002 1:09 pm 
what is the best and the easyest way to melt just parts of the map?
keeping in mind I know nothing. : )

thanks


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 Post subject:
PostPosted: Mon Jul 22, 2002 1:45 pm 
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MulTool
Put the paths to your statics in, put in a wsc file that you want to melted items into.

For Item start/type, leave at 0 and 255 for everything ot 255 255 for only that item type.

Put the coors you want to melt.
Placed where, put the same numbers as above (so they don't move)
hit "Melt"

the resulting wsc file will have everything in those coors are dynamic items. You are now free to edit, delate, add, etc them.


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 Post subject:
PostPosted: Mon Jul 22, 2002 5:17 pm 
I did what you said, looked easy, but when I went into game nothing was melted : (

what am I doing wrong or not doing right?


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 Post subject:
PostPosted: Mon Jul 22, 2002 11:06 pm 
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are you using the right copy of the mul files? (an made a backup in case)
what server? If uox .70x or uoxc, did you make it "items.wsc" and load it as the world file? Is the area balnk in game? stuff still there?
Many questions, no answers.

-Ryandor


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 Post subject:
PostPosted: Tue Jul 23, 2002 4:13 am 
let see, everything is still there in game.
i'm using uoxc
i made backup files for the following
hues.mul
map0.mul
multi.idx
multi.mul
staidx0.mul
statics0.mul
tiltdata.mul
verdata.mul

my paths are set to a file that those are in, and the items.wsc is in the uoxc file. yes the items.wsc file loads up. I looked at this file and the list that was in it, I saw that the x, y, z didn't match what I was typing into multool.

i hope this helps.


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 Post subject:
PostPosted: Tue Jul 23, 2002 4:26 am 
i think I must be doing soemthing wrong with the files.

I can see the items file changes in size after I melt.

the files I change in uo are map0.mul, staidx0.mul, statics0.mul
but the stuff in game never changes : (


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 Post subject:
PostPosted: Tue Jul 23, 2002 10:48 pm 
am I dead in the water on this one?


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 Post subject:
PostPosted: Tue Jul 23, 2002 11:39 pm 
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Hmm
Watch for the date/time stamp to change on map0.mul
If it don't, wrong one.
um.. I'm thinking...

but I'm having a problem with that.. at work atm, but I'll think some some later...

blah

-Ryandor


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 Post subject:
PostPosted: Wed Jul 24, 2002 3:55 am 
nope my map file date doesn't change at all

so is there soemthing wrong with my paths?


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 Post subject:
PostPosted: Wed Jul 24, 2002 4:02 am 
there is no path for Map file so why would the map change?
the only file that changes is the staidx0.mul & the items file.

i know people have done this why can't I?


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 Post subject:
PostPosted: Wed Jul 24, 2002 4:19 am 
for the hell of it I tryed the "clear" that removed everything above z 0

*bangs head on the desk*


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 Post subject:
PostPosted: Wed Jul 24, 2002 5:18 am 
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No path?
um.. the path should be set to "something"
even if it is in the same directory.

*Offers a wall*
walls are better than desks
-Ryandor


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 Post subject:
PostPosted: Wed Jul 24, 2002 8:34 am 
No place for a Map path to be set for melting

3 boxes for paths and not one of them is for the map file.


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 Post subject:
PostPosted: Wed Jul 24, 2002 9:00 am 
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OK! Go figure that I'm more awake right before I'm going to bed, but I had a "DUH" moment on my way home from work.

MulTool, when it melts, it only "copies" and and don't "cut" like WorldForge.
So with MulTool, it's a two step process.
First, melt the area you want, then, using the same coords, clear the area (on the Clear Statics tab).

Now it should work like expected. use the items.wsc file that you got when you melted as your world save file, and everything should be dynamic in the area you melted. Now you can edit, add, delete, etc all the times in game. Save, then refreeze with MulTool (if needed/wanted).

As for me thinking about the map, UOCopy is what I was thinking of. It allows moving/copying of map pieces and statics. Ignore everything I said about map0.mul.
Sorry I was wasn't thinking last night, and I hope the problems magically go away now :)

-Ryandor


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 Post subject:
PostPosted: Wed Jul 24, 2002 9:51 am 
here is what i did

got cords of a building plugged then in the melt spot melted
then i took a copy of the item file and saved it.
put the cords into the clear spot. hit clear
put the item file i copy'd back in

loaded up, logged in and the building is gone
floor was still there

I know how to clear part of a map now. is there a way to clear the floor and ground?

ok back to the melting thing - I must be missing one step - but what

urg map making must be for men or something, I just can't get this


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 Post subject:
PostPosted: Wed Jul 24, 2002 4:09 pm 
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Ryandor is just a dork and doesn't know what the hell he's talking about.

A few things:

1. As Ryandor said in his last post, ignore everything he said about map0.mul. Map0.mul has nothing to do with "melting" items.

2. The reason you still see floors is because those particular floor tiles are not items, they are actual tiles on the map, like grass or dirt. If you want to get rid of those floor tiles, you will need to manually remove the tiles from map0.mul using a tool like WorldForge.

3. Just for clarification, the only files that should ever change are map0.mul, staidx0.mul, and statics0.mul. Map0.mul *ONLY* contains the ground tiles (grass, dirt, and some building floors). Staidx0.mul and statics0.mul contain all the items. So if you're only melting items, and not changing any of the ground tiles, then yes, only staidx0.mul and statics0.mul are edited. If you edit the ground tiles (grass, dirt, some floor tiles), then only map0.mul should be edited. Oh and statics0.mul is the only one of the three that will ever change filesize, the other two are the same no matter what map you use.

Hope this helps.

*zaps Ry*

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 Post subject:
PostPosted: Wed Jul 24, 2002 5:34 pm 
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Sydius is absolutely right (god, did I just say that?)
The floor is part of the map. For floor removal, WorldForge is your best bet.

Also, while the file sizes should not change, the date/time stamp will change, so that's how you can tell if something was done to the file.

*grabs Syd's Zapper*
*ouch!*
*wrong end*

-Ryandor


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 Post subject:
PostPosted: Wed Jul 24, 2002 7:47 pm 
*rolls her eyes* men

lets try this again shall we *smiles*

I under stand what files do what, its getting them to do it or getting the program to do it.

using Multool - melt as stated in my post above, it doesn't melt.
using worldforge - i tend to clear the whole building.

smack my little female mind here guys but its just not working for me.
tell me what to do please ... or would sleeping with someone that knows how to make a map work better?


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 Post subject:
PostPosted: Wed Jul 24, 2002 7:53 pm 
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I was going to say "Well, at least we aren't hitting on you." until I read the last line :-(

I don't understand what your problem is. You cleared the building, and all that is left is the floor, right? Well, then, go in worldforge, go to map editor, jump to the cord the building is at, then sit there with the grass tile and paint it over the floor tiles.

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 Post subject:
PostPosted: Wed Jul 24, 2002 7:54 pm 
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Wait for it
*writing a step by step*

-Ryandor


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 Post subject:
PostPosted: Wed Jul 24, 2002 8:02 pm 
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Now's your chance to impress her, Ry, don't fuck up ;-)

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 Post subject:
PostPosted: Wed Jul 24, 2002 8:05 pm 
OMFG

*icq's Ryandor*


I don't want the WHOLE building wiped, just melted
if I wanted it wiped I'd be happy


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 Post subject:
PostPosted: Wed Jul 24, 2002 8:07 pm 
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Oh, FINE, message HIM. *feels hurt*

Oh it's been a while since I seen a girl.

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 Post subject:
PostPosted: Wed Jul 24, 2002 8:07 pm 
LMAO

I just need some "hands on" help :P


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 Post subject:
PostPosted: Wed Jul 24, 2002 8:08 pm 
Sydius you don't have icq number listed :P


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