Archaaz
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RE: CentrED and general art/map questions
(09-04-2013 04:21 AM)darksun84 Wrote: Yes they will remain in the world, they aren't saved in the mul files,but in sphere save files.
Uofiddler saves the modified files in a different folder, the default should be in documents/username/Appdata/Uofiddler. Appdata is usually a invisible folder, so you have to change the visualizations settings for hidden file/folder.
Saving a multi in uo fiddler is a three-step passage :
Finding a free slot in the multi-tab
Inserting the decimal number of the free slot in the multieditor-tab
Retuning to the multi-tab and finally save it.
Thanks, again. I did all of this, and got the save successful message. How would I go about getting my custom mutlis into Sphere, such that I can place them in the world.
Basically, my plans aren't terribly ambitious. I want to place some new statics with CentrEd, mostly some new flora in various places, and remove/modify some other areas. This is easily enough done, even by a novice like me.
I likewise want to create a few new permanent structures. Part of this plan is to recreate the lighthouses from Ultima V, to modify the gypsy camp near Minoc by including a permanent modification of the Healer/Mage Camp multi, and to enlarge the eight major virtue towns to add some new static player housing, which I hope to implement with Mordaunt's two housing systems, doing away with housing deed, player placed houses, and custom housing. Also, a few other things.
Would I be better off using Multis for the lighthouses and houses/buildings, or building them from scratch as statics with CentrED. I admit that building them as multis is much easier, though I am getting more familiar with CentrED (there is just so much room for error with that program, and the need for countless backups and restorations). Trying to build multi-story structures makes me want to pull out my remaining, ever-thinning hair, though i am getting a handle on it.
Also what exactly is meant by "patching a mul file"?
(09-04-2013 08:52 AM)Rattlehead Wrote: i need to add something here, i came across something while building a multi for an instant dungeon system i am working on
i had built this HUGE multi, to act as the dungeon, way bigger than anything i have ever done, or even seen, my initial plan was to place the player at one end, and have him exit on the other end, but as it turned out, since the multi object (spawn bit for the multi in debug) was in the center of the multi, when i placed the player at one end, the multi did not show up (remember its a really big multi) so to check i went to the multi uid on my gm, and it was all there, so i was at a loss
long story short, since the multi object its self was out of the range of the screen, the client did not know the multi was there, and therefore it did not show on the client, the fix for me was to change the location of where i placed the player to the middle of the multi (at first i used a timerf function to port them to the middle, then to the original starting location and it worked beautifully, but i later made the middle the starting location, anyways)
so if u make alot of multis in an area they will teleport into, be sure the multi objects are visible to the client when they arrive at the location, or else the multis wont show up.
Thanks. I will keep this in mind, though it is a bit more ambitious than anything I am prepared to attempt just yet... . It sounds really interesting though.
(This post was last modified: 09-04-2013 05:34 PM by Archaaz.)
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