Program UO Landscaper v1.4.x v1.4.x

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  1. Hank

    Hank Super Contributor

    I apologize for how sloppy this thread is, I will try my best to clean it up and make it presentable.
    Edit: 5-24-2015: seriously I'm still waiting to receive information from Khaybel.

    UO Landscaper v1.4.x - ~

    Read more about this resource...
     
    Last edited: May 24, 2015
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  2. Hank

    Hank Super Contributor

    [Reserved for more information]
     
  3. Hank

    Hank Super Contributor

    [Reserved for more information]
    1 pixel = 1 tile
    bmp files must be 8 bit, and use solid colors (no transparents)
    You can create new .bmp files using NewMapImage.exe
    Path is where the files will be placed, Project name is what the folder will be called, Map size should be clear, Default Terrain I would suggest [05] Deep Water, check dungeon space if you want it, and leave the terrain image and altitude image maps names alone unless you want them different.

    Once you have a .bmp map created load the Terrain.bmp up in your favorite image editing software... photoshop, gimp, paint.net, ETC
    Use the pre-defined colors to draw your land masses... You can view the terrain and altitude color palettes with UOLandscaper.exe ( system -> Viewer).
    You can also use that to create Photoshop palettes or you can get the Gimp and or paint.net palettes here
    [going to upload this soon.tm]

    To make the altitiude map, what i do is copy the entire Terrain.bmp and paste it over the altitude.bmp, then hue everything so that it coorisponds to the altitude palette.

    Then when you are ready to create the MUL files open UOMapMake.exe, point the path to the correct location the Terrain.bmp and Altitude.bmp are located and if you want statics hit ( static tab -> Random Static On) then when you are ready hit the Make Uo Map tab and it will begin creating the .mul files from the bmps.This may take a while depending on how good your cpu is.

    Some reason you may experience uolandscaper stops making the mul files include but are not limited to, bad pixel hues, wrong altitude hues, terrain and altitude maps don't match up, and i am forgetting a few other reason. Don't get discouraged!

    This is a real rough guide on how to use uolandscaper,.. I know that i missed a few things and there is a mass of reason why sometimes you can't create the mul files i didn't cover.

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    1. make sure both the terrain and altitude maps are lined up
    2. make sure there is not a wrong pixel hue on either terrain or altitude at that location
    3. make sure both the terrain.bmp and altitude.bmp are 8 bit
    to check if an image file is 8 bit, right click -> properties, then click details and check Bit depth.

    Do not have any 1 water pixel on the coast or anywhere else, landscaper won't know how to transition properly sometimes and it will sometimes cause funky looking areas or broken coast lines. ( i believe two pixels is the minimum size for coastlines)

    Lava is considered 'land' on the altitude map.
    The "other" colors apply to acid, cave floor, and dungeon tiles

    Note that deep water has a default height of -5 to the best of my knowledge (by default)
    So all of your land/islands/etc on the altitude map will have to be above -5 or else you will end up with craters.
    Deep water gets it's -5 altitude from Common.xml (I believe)

    Make sure you make a ~10 pixel border of shallow water around all your land that is surrounded by deep water in your terrain map. (~ = about)

    some transitions in game such as the ones i said before sand to forest and swamp to water among others won't transition properly without adding custom art and or adding the transition for UOL to use via Twiz.exe I found it is best to add a 2x2pixel grass gap in between tiles that have no transition. I found grass to have the most transition success.

    For the mountains you want the outer most 1pixel ring on the outside of all mountains to be the same height as the land or water they're transitioning with
    so if you have a mountain that is surrounded by land at 0 make the outer most 1 pixel edge of the mountain 0. then proceed to make the inside of that any height you want. i like to do 0, 5, 10,15, 20, 25, 30, 35 then i take spray paint and spray paint the top of the mountains with a 40 so it makes them rough.

    Shallow water goes at the height you need it. so if you have shallow water around a landmass and it;s on the ocean and your ocean is using deep water you set both the shallow and deep water to 0,0,132 i believe for -5 water height. If you have shallow water in a special location it can be at any height below the surrounding land tiles.

    I've been struggling with "altitude map needs to be rebuilt" for a long time. The only time I've gotten it to work is when i went through and made sure every pixel was lined up properly along with pixels of incorrect color such as Land on a pixel that is Water on the terrain map, then looked for any off colors and finally the bit depth.

    You can change the colors in uo landscaper also via UOLandscaper.exe System > Viewer > Load
    You can also custom anything that UOL generates with Sedit.exe (static edit) & Tedit.exe (Transition edit) You can even use custom art.
     
    Last edited: Apr 12, 2015
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  4. Hank

    Hank Super Contributor

    I can verify that all of the exe's work for their intended purpose.

    If the program has an Unhandled exception This means that something is happening that the program was not coded to handle. Not that it does not work.

    UOLandscaper requires MUL file format. The new UOP format will not work!

    You may or will need to add UO information to your registry for everything to work.
    I in no way take responsibility if you screw up your computer, windows or registry
    Example:
    Code:
    Windows Registry Editor Version 5.00
    
    [HKEY_CURRENT_USER\SOFTWARE\Origin Worlds Online\Ultima Online\1.0]
    "Upgraded"="Yes"
    "ExePath"="C:\\Games\\Electronic Arts\\UO\\client.exe"
    "StartExePath"="C:\\Games\\Electronic Arts\\UO\\uo.exe"
    "PatchExePath"="C:\\Games\\Electronic Arts\\UO\\uopatch.exe"
    Just replace the path with the location of your UO install. (yes the double \\ are required)
    This is saved to a txt file, then rename .txt to .reg and double click to merge it.
    possibly for a registry file to take full effect you have to restart your computer or log off and log on.


    If you don't have have a registry entry in "SOFTWARE\Origin Worlds Online\Ultima Online\1.0" Then the Ultima.dll will not be able to detect that you have an installation of Ultima online on your computer.

    If you can open RegEdit. go to Edit > Find (crtl + f ) and type in client.exe, make sure all the boxes are checked, except match whole string only. click find next. Then press F3 until you find a valid registry entry for an ultima online install. make note of all the locations you find one. If the place I listed above is not one of them. Then you'll need to make the reg file and merge it just like I describe.

    Ultima.dll is old and does not recognize the new installation locations. From my testing it is not possible to swap it out with the newer openuo dlls.
     
    Last edited: Apr 14, 2015
  5. Hank

    Hank Super Contributor

    Disclaimer - This can be frustrating and difficulty to grasp at first. I recommend taking deep breaths and giving things time to sink in. I didn't learn all this in a single day I can promise you all that.

    Basic Instructions on how to edit/add existing transitions.
    1. Beginning & Over View
    2. adding, removing and changing transitions
    3. Alternative method of editing the xml file

    1. Beginning & Over View
    In this example I will be going over how to replace a coastline/shoreline transition. This/these methods can be applied to other transitions, not just the coastline/shoreline.

    Let's start by running TEdit.exe and clicking File > Load Transition Table. Now navigate to Transitions\Wild\Grass\ and open Grass -- Shallow Water.xml This should load the xml file and you should have a list of [numbers] Grass to Shallow Water + Letters. You can ignore the [numbers] for now. We will be looking at Grass to Shallow Water NS in our example. So left click on that.
    Despite there being multiple Grass to Shallow Water NS entries dont worry, You can edit only what you want or need to. In this example they will all contain the same information other then the Key and Draw which is explained below.

    From this point forward I will refer to Grass to Shallow Water NS simply as NS to save sanity.

    On the right you will see File , Desc and Key. For the most part you can ignore this information. Below that you'll see a 3x3 this is just a simple visual representation for the map. You'll notice in the NS transition that there is Grass art and Shallow Water art (the tan square). The grass in this case represents the starting art where are the tan square(s) represent where the transitions will happen (I believe) when UOL is generating the map transitions from Grass to Shallow Water.

    Below that you'll see 3 tabs. Draw, Map and Static.
    The Draw tab I don't use myself so it's up to you to figure out how that works in relation to everything (sorry) If i had to guess it could be used to do more advanced transitions between multiple different map arts (sorry if that's hard to understand). Most of the 1 art style to another 1 art style transitions are already complete and come out of the box. For example every transition for grass to shallow water you could do is already included.

    The Map tab deals with the map transitions. In the case of the first NS on the list you'll see in the 3x3 image that the Central Southern tile is the location in which the transition happens between grass to shallow water. you'll notice that there is two pieces of map that are in the list. (0021 [-20] Tile ID 33 & 0025 [-20] Tile ID 37) These are the map art that will be used at random (50/50 chance in this case I believe?) for the transition. Below that there is some more things but we will get to those later.

    The Static tab are statics that will be placed at the location of the transition, In this case (179F [-10] Tile ID 6047 & 17AD [-10] Tile ID 6048) I won't go too deep into statics but the -10 in this case is the Z height at which the static will be placed in the world. How to add and remove statics from the list is similar to the map tab.

    2. adding, removing and changing transitions

    So let's start adding, removing and changing transitions now that we've covered the Transition Editor briefly. Click on the Map tab and click either entry. (0021 [-20] Tile ID 33 or 0025 [-20] Tile ID 37) Within the Transition Editor there are two ways you can add or change the transition art. At the bottom you will see four icons (up arrow) "Add Map ID to List", (red X) "Delete Map Id from List", (? box) "Test the Map ID Image", (folder icon) "Select from Selection Screen".

    The first way to add or change Transition Art from within the Transition Editor is to click on the (folder icon). This will being up a visual display of all the map tile art pieces. Scroll through the list until you find the piece of art you want to use. (the images will flash while you scroll through it, annoying I know) Click the tile art image making sure it shows up in the Map Tab area within the square. You can now close the Map Tiles window. Now go to [look here].

    The second way to add or change Transition Art from within the Transition Editor is to type in the Tile ID you want to use and hit enter. Or you can use the scroll on the right side to scroll through all the art tile ids one at a time. Now go to [look here].

    [look here]
    Whether you use the first or second way to select the transition art you'll have to proceed here...
    At this point you can set the Alt Mod this is how high or low the art will be stretched on the transition. In the case of Shallow Water which is mapped at -20. You'll want to set the Alt Mod close to or exactly matching that which you're transitioning to. So click in the Alt Mod box and type -20. Now click on the (up arrow). you should see another entry get added to the list, in case of NS you'll now see three. If you're goal was to replace a transition you can now click on the entry in the list that you don't want and click the (red X). If your goal was to add another transition option you can move on. Now if you are all done adding/changing transitions go to File > Save Transition Table and overwrite the Transitions\Wild\Grass\Grass -- Shallow Water.xml
    From now on when ever you use that copy of Landscaper to generate grass next to shallow water a map it will use the map art you set.

    3. Alternative method of editing the xml file

    Still using the NS Example...
    With TEdit.exe running clicking File > Load Transition Table. Now navigate to Transitions\Wild\Grass\ and open Grass -- Shallow Water.xml
    Open the same xml file with a program like notepad++ and search for the Key of the transition you want to edit.
    This is the section of the xml file that deals with our NS example.
    Code:
      <TransInfo Description="Grass to Shallow Water NS" HashKey="010101010101010601">
      <MapTiles>
      <MapTile TileID="33" AltIDMod="-20" />
      <MapTile TileID="37" AltIDMod="-20" />
      </MapTiles>
      <StaticTiles>
      <StaticTile TileID="6047" AltIDMod="-10" />
      <StaticTile TileID="6048" AltIDMod="-10" />
      </StaticTiles>
      </TransInfo>
    Most of this you can ignore except for 2 things in the case of this example. Replace the 33 & 37 with the Tile ID that you want to use. Or if you want to add another transition you can copy how 37 is added after 33 and replace that with the tile id you want to add.
    The reason that editing the xml can be faster is if you have to replace multiple tile IDs or change a lot of AltIDMod.

    Closing Thoughts:
    I wrote this quite quickly so I apologize for any spelling or grammar mistakes. If you find any, please PM me (start a conversation with me about them) don't reply telling me about them.

    Questions, Comments and concerns are welcome. Thank you!
     
    Last edited: May 24, 2015
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  6. Hank

    Hank Super Contributor

    Here are the color Palette files for both Gimp and Paint.net which can be used to paint your map.

    I have included Read Me.txt files in both of them explaining how to use the Palette files in both programs.
     

    Attached Files:

  7. DKnight

    DKnight PlayUO Prospect

    Hello Hank
    You have done a good job on the description of how UOLandscaper works. I know, I created it.
    If you have any questions , just ask. I will try to answer them. Just note a lot of the transitions where done by other people so there may be errors in them.
     

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