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Map Sizes

 
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OldnGrey



Joined: 04 Feb 2006
Posts: 500

PostPosted: Fri Apr 06, 2007 5:31 am    Post subject: Map Sizes Reply with quote

I don't think POL cares what size maps you use, but I am pretty sure the client does.

Has anybody successfully made, say, Ilshenar into 6144 x 4096 and got the client to use it? I suspect it's more than a couple of bytes to edit in client.exe.

The RAM taken up by POL will be something to behold, but I am not sure we can even get that far.

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CWO



Joined: 04 Feb 2006
Posts: 677
Location: Chicago, IL USA

PostPosted: Fri Apr 06, 2007 6:03 am    Post subject: Reply with quote

You're right. I don't think POL cares since you can resize the britannia map to include or not include the ML portion (whichever you want). But the client does care about the size of the map on its side. I thought I saw a post around here that went to a tutorial on how to change the size of the map but I could be wrong...

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OldnGrey



Joined: 04 Feb 2006
Posts: 500

PostPosted: Fri Apr 06, 2007 6:44 am    Post subject: Reply with quote

I didn't find anything searching for map size, but it would be good to know once and for all.

I did a simple test by copying map0 maps and statics over to map2 to see the results.
The land was split into strips running North/South about 10 tiles wide. I doubt that's going to be fixed by a hexedit byte or two!

Thanks CWO. I just found the thread. A search on "Map sizes" did the trick

http://forums.polserver.com/viewtopic.php?t=339&highlight=map+sizes

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MuadDib
POL Developer


Joined: 13 Feb 2006
Posts: 830
Location: Indiana, USA

PostPosted: Fri Apr 06, 2007 10:32 am    Post subject: Reply with quote

Aye, and core pretty much uses your UOConvert for it's map sizes. Once again, user defined Smile

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MuadDib
POL Developer


Joined: 13 Feb 2006
Posts: 830
Location: Indiana, USA

PostPosted: Fri Apr 06, 2007 10:35 am    Post subject: Reply with quote

Catch is, with core, remember the bases differences!

Tokuno map is odd sized. KEEP THAT IN PLACE (size it up, scale it, so the difference is the same).

I say this because THAT is hardcoded into the core because it does not follow the same conformity of the other maps. The core's Resource system is why. Ugh, what was it, 64x64? Been so long since I looked it up, can't remember. The easiest way to find it though, is to make a Guard Zone in regions.cfg with enter/leave text hehe. Then, if you look at Tokuno's size, you will see the difference.

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OldnGrey



Joined: 04 Feb 2006
Posts: 500

PostPosted: Sat Apr 07, 2007 1:39 am    Post subject: Reply with quote

More than enough information. Thank you so much Muad Dib and CWO.
The x 5120 visual wrap problem is also addressed in that article.

I will do some experiments. If it wasn't for cartography maps only operating on map0 (Trammel/Felucca), it would be very liberating indeed.

Has anyone experimented with significanty larger maps and the issues it generates? (eg RAM, savetimes, lag, lack of tools supporing custom sizes etc)

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Yukiko



Joined: 02 Feb 2006
Posts: 1080
Location: Southern Central USA

PostPosted: Sun Apr 08, 2007 4:05 am    Post subject: Reply with quote

OldNGrey,

Not sure if this will be what you are looking for but have a look see. Don't know whast version client the author is editing but has to be atleast 4 I guess. Anyway, it's supposed to be a complete walk through. If you need a good (and free) hex editor see the reference I posted here in "Tools" for XVI.

http://www.ryandor.com/forum/viewtopic.php?t=2775

Ryandor's site is a great resource for all things map related.

You can find some great proggies there like Worldmaker by Punt and many others.

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