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Tildata! - Printable Version

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+--- Forum: UOP/Mul Editing (/Forum-UOP-Mul-Editing)
+--- Thread: Tildata! (/Thread-Tildata)



Tildata! - Crusader - 11-07-2013 07:54 PM

How can i make a tiledata ML version works properly when merged in a tiledat HS/SE version?

I mean...i had the Eriminator mul files, coz i'm using her map (uo-pixel.de), Eri mulfiles are setted for ML so index of her tiledata reach a maximum of 0x3FFF.

HighSeas and Stygian Abyss tiledatas reach a maximum of... 0xBFFF.

I merged the 2 art.mul/art.idx (the original from HS/Sa and the custom of eri) and i got also a merged tiledata.

The result is:
- if i put the merged files just like that, everything is fucked up.
- if i put the merged ART files and the old tiledata everything is ok.

How can i make my tildata work (i mean, with threshold up to 0x3FFF) with merged files? what's the logic behind?
coz i also tried to cut the tiledata infos of eri original tiledata and 'paste/replace' in the first 0 to 0x3FFF index of the new merged tiledata, but doesn't work....
and i have no clue.

Code:
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi, Size = 26, Pack = 1)]
       private unsafe struct OldLandData : LandData.IRawData
       {
           private uint       _Flags;
           private ushort     _TexID;
           private fixed byte _Name[20];
than items
old data
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi, Size = 37, Pack = 1)]
       private unsafe struct OldItemData : ItemData.IRawData
       {
           private uint       _Flags;
           private byte       _Weight;
           private byte       _Quality;
           private ushort     _Miscdata;
           private byte       _Unk1;
           private byte       _Quantity;
           private ushort     _Animation;
           private byte       _Unk2;
           private byte       _Hue;
           private byte       _StackingOff;
           private byte       _Value;
           private byte       _Height;
           private fixed byte _Name[20];
new data
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi, Size = 41, Pack = 1)]
       private unsafe struct NewItemData : ItemData.IRawData
       {
           [MarshalAs(UnmanagedType.U8)]
           private TileFlag   _Flags;
           private byte       _Weight;
           private byte       _Quality;
           private ushort     _Miscdata;
           private byte       _Unk1;
           private byte       _Quantity;
           private ushort     _Animation;
           private byte       _Unk2;
           private byte       _Hue;
           private byte       _StackingOff;
           private byte       _Value;
           private byte       _Height;
           private fixed byte _Name[20];



RE: Tildata! - wuffel - 11-12-2013 11:03 AM

I would give uofiddler + cvs-export/import a chance. Smile


RE: Tildata! - Crusader - 11-12-2013 09:58 PM

i solved, and made a tutorial in the tutorial section Tongue