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PostPosted: Sun Aug 06, 2006 8:44 pm 
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Hey all i used to use dragon to make my maps when i edited UO back in the day. I liked dragon but i was wondering which map maker is the best over all. Also Which map maker can make all maps I.E. every map up to Mondains Legacy so which can edit all 5 maps? Which has the cleanest transitions and what not?
Thx :D


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PostPosted: Sun Aug 06, 2006 9:09 pm 
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Map Generator 2 is pretty awsome right now, unfortunatly Punt's main website is down, you can goto his forums at:

http://worldmaker.ryandor.com/sitedown.php

You can download a version here at ryandor at this link:

http://www.ryandor.com/index.php?categoryid=9&p13_sectionid=3&p13_fileid=24

I'm not sure how much older that version is compared to the one at Punt's site tho. But you can try it out atleast.

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PostPosted: Mon Aug 07, 2006 9:53 pm 
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ok cool..but im getting an error that says: mingwm10.dll not found? im sure this is a re-occuring problem but how do i fix this? also do u or anyone happen to know the demensions of all 5 UO maps?


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PostPosted: Mon Aug 07, 2006 9:59 pm 
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I just created a tutorial about map gen 2

http://www.ryandor.com/forum/viewtopic.php?t=3011

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PostPosted: Tue Aug 08, 2006 5:58 am 
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WOW! this is great Crabby! i needed this. Now did they make a map for Mondains legacy that u know of? cause im working with that..but im not sure?


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PostPosted: Tue Aug 08, 2006 8:30 am 
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The only real difference between mondains legacy and trammel is there is more dungeon space, if you look at the tutorial ML = Mondains Legacy.

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PostPosted: Tue Aug 08, 2006 7:01 pm 
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ok cool..i was just wondering cause i don't have a map5.mul lol. Now in your tutorial you said that u have to leave dungeon space. Do u need to or arre you just saying that so ppl don't screw up? cause i didn't know u had to have a certain amount of space like that, unless im wrong. :P


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PostPosted: Tue Aug 08, 2006 7:09 pm 
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well you dont NEED to, but if you create any land masses over 5119 coordinates, it will not look right or work right

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PostPosted: Tue Aug 08, 2006 7:33 pm 
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ok so in your tutorial also the maps are listed:

Trammel
ML
Ilshenar
Malas
Tokuno

is that listed by map number? like Tram is map0 so ML is map2?

i also tryed to turn the maps into bmps but it just shows water? is that broken? or is it just me?


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PostPosted: Tue Aug 08, 2006 7:57 pm 
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I believe trammel and ML are both considered map0 and the rest are the following numbers

Turning maps into bmp's is something I havent touched upon much lately.

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PostPosted: Tue Aug 08, 2006 8:04 pm 
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joeyhathorne wrote:
i also tryed to turn the maps into bmps but it just shows water? is that broken? or is it just me?


The option in MapGenerator 2 to do that is not functional.


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PostPosted: Tue Aug 08, 2006 10:09 pm 
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is there a program where that option is functional? and also as far as the terrain map goes that is where i draw the map with the colors like say i would in dragon..then the altitude map.. what do i need to work with that?


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PostPosted: Tue Aug 08, 2006 11:09 pm 
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Ok so here's what I've learned about your questions.

The ML map replaced map0.mul They are the same but ML doubled the dungeon section of the map.

You should go ahead and create a black space from y:0 x:5119 to the bottom right of the map, regardless of wether you are using Fel or ML map sizes because the server automatically wraps th map a few spaces to the left of point x:5119. Any places to the right of this on the OSI map were accessed via teleporters and conatined the dungeons such as Shame, and special places like The Lost Lands, Jail, and Green Acres.

The maps by MUL are as follows: map0.mul=Felucca, map2.mul=Ilshenar, map3.mul=Malas, and map4.mul=Tokuno. It's a misconception to believe that map0 is Trammel, Trammel has no map. It shares the same .mul as Fel however the .dif and statics files make them appeare different. The reason I know it's Fel and not the other way around is because when i first began playing UO way back in the day there was only one map. Fel, Trammel came later. If Trammel did have a map it would be map1.mul since it was the next facet opened to players.

As far as editing current maps go I may be wrong in this and Punt or Dian can coorect me in this if need be, but I believe you can edit a current .mul map with world forge mapeditor... Though if you want to do heavy duty land reshaping you're better off just creating a whole new map for it.

To create your map, start with the terrain map and the pallet/swatch for it, then after you get that like you want, go into mapgenerator, point the terrainmap directory to that .bmp, place the correct map sizes in the box, change the atituted entry to reflect the altitude map name if so needed, then go up to Generate>Altitude. This will create the initial Altitude.bmp you need to work with being sure to change your swatch to the altitude swatch. Make the changes you desire in there, save it, go back to map generator, change the paths to refelct the .bmp files as in the steps to create the altitude map as before, then click Generate>Map. Viola, map made, you should have three new .mul files.

Now getting those .mul files to show in game is another story... and making certain changes I'm still learning myself.

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PostPosted: Tue Aug 08, 2006 11:15 pm 
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the only reason i say map0.mul is trammel is because im so used to seeing that all over map websites, but ya world forge is pretty much when you want to "perfect" your map when your done with the bitmap painting

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PostPosted: Wed Aug 09, 2006 5:58 am 
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So what im saying is when i create the "terrain" in paintshop..is it all going to be just flat color? because it sound like the altitude map is where u draw your different colors to represent hight right? and where do i get the pallette to use for paintshop pro?


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PostPosted: Wed Aug 09, 2006 7:17 am 
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actually thats quite the opposite, given they will both use different colors, you will see a bigger difference of colors in the terrain map. to get the palette, open the Map Generator.exe and click Generate > Swatches. Then go into photoshop and goto load palette or swatch and goto Map Generator folder > Data > Swatch. If you need to know which colors you are using for which type of terrain, open up the terrain.xml and it shows what Image Index number you use for each terrain, For example "Rough Forest" is color ImgIndex = 64. I know when i mouse over the colors in Paint Shop Pro it shows the ImgIndex number

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