WorldForge Tutorial
Below you will find my WorldForge Tutorial, which hopefully will
lessen all the questions concerning the use of this infamous tool *grins*

Part 1) Introduction to WorldForge                     
Part 2) Freezing and Melting Items                    
Part 3) MapMaking - The Basics of WorldCreation
Part 4) Making and Applying Patches                  

- Xuri, Self-appointed WorldForge Guru

Introduction to WorldForge

WorldForge is a tool written by Ridcully, and it's main purpose is to help you edit
the three UO Client files MAP0.MUL, STATICS0.MUL and STAIDX0.MUL.

The MAP0.MUL file contains all the landscape information,
the seas, mountains, roads, hills, grass, etc,
while the STATICS0.MUL and STAIDX0.MUL files contain the information
about the items;
The buildings, trees, rocks, flowers, waves in the sea etc.

Those three files are the ones that hold all information about the map in UO, the
landscape and buildings that you see on the radar overview, the stuff you
see when you you load up a UO emulator with a blank worldfile.

You see, the worldfiles that the UO Emulators use do not contain the landscape
or the buildings that are there when you start out, they only contain items that
can be moved around, used, manipulated, items that have been added manually by the user.

Now...What can you do with WorldForge?

You can take items out of the STATICS0.MUL/STAIDX0.MUL files and melt them
into the worldfile(items.wsc) of the UO emulator
(I will be using UOX3 as an example as that is the UO emulator I use. Other
Emulators require some extra work to make WorldForge work.)

Or you could take items from the worldfile(items.wsc) and freeze them into the
STATICS0.MUL/STAIDX0.MUL files so they become a part of the Client's map.

OR you can edit the landscape itself(MAP0.MUL) using the MapEditor that you'll
find in WorldForge, making hills flat, make a grass plain into a huge mountain,
make a river straight across Britannia or make land over all the seas.

NOTE: If you use CustomWorldForge 6x by Xuri or the custom version of WF by Kasreyn, there will also be some additional features in the MapEditor, where you can copy & paste specified map areas to a different area within the same MAP0.MUL-file, or from one file to another.

With CustomWorldForge 6x you can also show & hide the gridlines & altitude boxes, zoom in & out and choose between more random-draw modes.

So what's the downside of all this, you ask?
Well. No gain without pain.
In order for the other players on your shard to see the changes you have made
to the map, they have to have copies of YOUR MAP0.MUL/STATICS0.MUL/STAIDX0.MUL files...

But dispair not yet. You can make PATCHES! And those patches take less than
1 mb zipped up using a program such as WinZip or ACE or WinRAR. Though they
can take some time (up to 1 hour) to make/apply.


Over the next few pages I will go closer into the details on HOW exactly to do
the things I mentioned above, as well as a few other small tips & tricks.

Next Page >: Freezing and Melting