How to REPLACE Lorencia successfully

Results 1 to 4 of 4
  1. #1
    Put Community First fallenfate is offline
    True MemberRank
    Oct 2014 Join Date
    Arad DomanLocation
    1,108Posts

    How to REPLACE Lorencia successfully

    Hey all,

    So, you're sick of reskins too and want a new map for Lorencia, yes? Maybe Arkonia? It is possible, despite the random crashes. This guide will hopefully be a handy resource for new skinners wanting a completely new map for Lorencia. What it won't address is how to change the starting spawn coordinates.

    DISCLAIMER: I am known for my brain automatically making things harder than they need to be, so there might be an easier way to accomplish this. But I've never seen anyone fully replace Lorencia, so I will assume this is the first (and only?) guide.

    Tools required:

    PentiumTools.b.19
    MU World Editor 0.3.0
    Vitrite

    The map you want to use (I'll be using Arkania).

    Part 1: Ground textures, and other nice, easy things

    Back-up your existing World1 files in a Backup subfolder. This makes our work a lot easier to revert if we make a mistake. Rename your new .map and .obj files to EncTerrain1 to match Lorencia, but name your .att file NewMapATT.att, because we can only use this for an overlay to remake, which I'll explain later. Also open the Object1 folder and back-up these files in a Backup subfolder. You now need to open PentiumTools and open the .map and .obj folders, and up top change their map number to 0.

    Part 2: The easy (but unfortunate) stuff

    Okay, the bad news first. Lorencia's object references are hard-coded into the main.exe, which means we cannot add additional objects beyond what is there. This makes extra work for us, but the good news is that it isn't much. But extra work is still annoying, so . Technically, we could modify the existing .obj file that comes with the map with new objects IDs and save inserting each object by hand, but this tutorial will cover the manual way because it's a lot easier than finding a mistake in 4000 lines of a .obj file.

    Load up the map you want to use in the world editor, and select an object. Note the object name on the right-hand side of the editor. This is the file you'll need to grab from this map to port into Lorencia. Before doing this however, open up Notepad/Excel/other spreadsheet program and make a list containing columns Original Obj Name, New Obj Name, X, Y, Z, Rotation and Scale. This makes all the stat gathering a lot easier. Not only are Lorencia's objects hard-coded, but there is also two objects for each item. Click the spoiler tag below to open the list of default Lorencia objects that we need, and below that I'll explain how the whole process will work.

    Lorencia Object Reference List
    Spoiler:

    ID Object Name
    0 Tree01
    1 Tree02
    2 Tree03
    3 Tree04
    4 Tree05
    5 Tree06
    6 Tree07
    7 Tree08
    8 Tree09
    9 Tree10
    10 Tree11
    11 Tree12
    12 Tree13

    20 Grass01
    21 Grass02
    22 Grass03
    23 Grass04
    24 Grass05
    25 Grass06
    26 Grass07
    27 Grass08

    30 Stone01
    31 Stone02
    32 Stone03
    33 Stone04
    34 Stone05

    40 StoneStatue01
    41 StoneStatue02
    42 StoneStatue03
    43 SteelStatue01
    44 Tomb01
    45 Tomb02
    46 Tomb03

    50 FireLight01
    51 FireLight02
    52 BonFire01

    55 DoungeonGate01
    56 MerchantAnimal01
    57 MerchantAnimal02
    58 TreasureDrum01
    59 TreasureChest01
    60 Shop01

    65 SteelWall01
    66 SteelWall02
    67 SteelWall03
    68 SteelDoor01
    69 StoneWall01
    70 StoneWall02
    71 StoneWall03
    72 StoneWall04
    73 StoneWall05
    74 StoneWall06
    75 StoneMuWall01
    76 StoneMuWall02
    77 StoneMuWall03
    78 StoneMuWall04

    80 Bridge01
    81 Fence01
    82 Fence02
    83 Fence03
    84 Fence04
    85 BridgeStone01

    90 StreetLight01
    91 Cannon01
    92 Cannon02
    93 Cannon03

    95 Curtain01
    96 Sign01
    97 Sign02
    98 Carriage01
    99 Carriage02
    100 Carriage03
    101 Carriage04
    102 Straw01
    103 Straw02
    104
    105 Waterspout01
    106 Well01
    107 Well02
    108 Well03
    109 Well04
    110 Hanging01
    111 Stair01

    115 House01
    116 House02
    117 House03
    118 House04
    119 House05
    120 Tent01
    121 HouseWall01
    122 HouseWall02
    123 HouseWall03
    124 HouseWall04
    125 HouseWall05
    126 HouseWall06
    127 HouseEtc01
    128 HouseEtc02
    129 HouseEtc03
    130 Light01
    131 Light02
    132 Light03
    133 PoseBox01

    140 Forniture01
    141 Forniture02
    142 Forniture03
    143 Forniture04
    144 Forniture05
    145 Forniture06
    146 Forniture07

    150 Candle01
    151 Beer01
    152 Beer02
    153 Beer03


    How the above reference works is that each object name is the name of another .bmd file that corresponds with the object ID .bmd file. The difference however, is in the actual game the true object ID is one less than what is in this list. For accuracy reasons I left the list intact, but make an important note now: each object name corresponds with the object ID after it. For example, Object78.bmd actually looks at StoneMuWall03, not StoneMuWall04 as per the list.

    Now that we have the file set-up, go ahead and note down any objects you want to bring over into Lorencia. View the default Lorencia map in the world editor if you want or need to see which object you'll be replacing in the map. Once you've picked, note that ObjectID in the column we've made. If you keep the highlighted note above in mind it should be easy enough to follow.

    To prepare for the next step, make a folder called NewObjects and copy all the new objects from your chosen map into it.

    Part 3: Pentium Tools

    Open up Pentium Tools, and click the Graphic Files -> 3D BMD - SMD Preview and Convert function and navigate to the NewObjects folder. Single-click on each one and note the Event Log in the background, telling us which textures are missing. This is because the textures need to be in the same directory, and by separating them here we've found an easy way to know which textures we need. Copy the textures listed for each object from their main folder into NewObjects, and single-click each again to make sure you have all of them. When that's done, copy all the new objects and their textures into Lorencia's main object folder (Object1).

    Part 4: Renaming the files, testing replacement

    Using the document we've made with the object IDs of the objects we copied over and the ones we'll replace in Lorencia, we need to start renaming both the object file and its reference file. So, where Object78 is referring to StoneMuWall03 and we're using Object22 from a new map, we need to make a copy of Object22, name one to Object78, and name the other to StoneMuWall03.

    To test if it has worked, load up Lorencia in the world editor and click on the object you've replaced and ctrl+click it into the map (this can take a few clicks most times). If the object appeared as it should with the proper texture, hooray, the largest part of replacing Lorencia is complete!

    Part 5: Making the map .att work correctly

    This is another part of hard-coded annoyance we need to bypass. Because spawn locations are coded into the GS and it checks if you spawn in a safe zone that you can walk in, not only can the spawn area in your new map not change, but you must have a safe area there. So if you were replacing Lorencia with Arkania like I am, well, now we need to make an Outpost or something out there. Additionally, there seems to be some data in the .att that gets lost if you use the default new map's .att file, at least in the case of Arkania, which I believe is a third-party custom map, so maybe if you're using a Webzen map .att it might work... try it out, if the client crashes, continue reading below.

    Recreating the .att is a pain in the a--, but a tonne easier thanks to the program I linked at the start called Vitrite. This lets us hold Ctrl+Shift+anynumber to change the opacity of the active window. With this, we can open up the Lorencia .att we need to reshape, the new .att that shows us how, and fade the Lorencia .att on top by whatever value you want so you can sculpt it 100% accurately. When that's done, save the Lorencia .att file, and also save a copy for the server called Lorencia.att and place it into server\data\textures.

    For a final test, load up the world editor and open Lorencia to make sure everything appears normal. Any white objects are missing textures. I know with some maps the objects they reference are in another folder for some reason, so a general search in the client folder should turn them up, then just paste them into the main Object1 folder.

    If that all looks good, fire up your server and client and explore your new (except for the default spawn outpost area ) Lorencia!

    PS: I will make a video to accompany this post when it isn't 11:30pm, ;).
    Last edited by fallenfate; 05-06-15 at 02:18 AM. Reason: Added changing map and obj map numbers to 0 (Part 1); forgot, sorry.
    If I helped you, please click the Like button at bottom-left of my posts. Thank you! :)
    I am also vasheni at deviantArt.com.


  2. #2
    Member Arniiii is offline
    MemberRank
    Jan 2014 Join Date
    56Posts

    Re: How to REPLACE Lorencia successfully

    Nice guide,thanks! :-)

  3. #3
    Member xPS is offline
    MemberRank
    Apr 2015 Join Date
    33Posts

    Re: How to REPLACE Lorencia successfully

    Nice :)

  4. #4
    Member minhai is offline
    MemberRank
    Apr 2009 Join Date
    Torrevieja, SpaLocation
    60Posts

    Re: How to REPLACE Lorencia successfully

    Tnx for the id list that was helpfull :)



Advertisement