by Heather Harrison » Fri Dec 03, 2010 10:05 pm
In my Ultima II remake, I had the same issue. After creating the world map for BC, I wanted to copy that map to AD and Aftermath so that it could be modified for those time periods. Here is the method I figured out.
First, create a new custom world map region, and take note of its number.
Then, find all of the map files for the original region. These are the filenames with numbers in the extensions. The first character of the extension (which can be a number or a letter) seems to indicate what type of map file it is. The next one or two digits will be the region number. Note that some of these files are related to savegames; you don't have to copy them. Consult the manual to figure out which ones these are. (I don't remember off hand.)
Copy the files with the number for the original region to the files with the number for the new region.
This brings in the data, but I was unable to find a way to get the 16X16 cells of the region to automatically copy over, so this has to be manually constructed. This is why the new region should be a custom world map. Add as many cells as are in the original region, and then arrange them appropriately. (If necessary, convert the original region to a custom world map to see how it is organized.)
This is still a bit of work, but it saves some of the trouble. At least it is not necessary to draw the map again.
I have had some strange problems with this on a few occasions, so I can't guarantee success. In particular, monsters in the existing map sometimes get messed up, so it is best to do this before adding monsters to the map. It also messes up portals; any portals in the map need to be deleted and redone in the copied version.
Note that I have not tried anything like this with room-based regions, but a similar method might work.
Heather
In my Ultima II remake, I had the same issue. After creating the world map for BC, I wanted to copy that map to AD and Aftermath so that it could be modified for those time periods. Here is the method I figured out.
First, create a new custom world map region, and take note of its number.
Then, find all of the map files for the original region. These are the filenames with numbers in the extensions. The first character of the extension (which can be a number or a letter) seems to indicate what type of map file it is. The next one or two digits will be the region number. Note that some of these files are related to savegames; you don't have to copy them. Consult the manual to figure out which ones these are. (I don't remember off hand.)
Copy the files with the number for the original region to the files with the number for the new region.
This brings in the data, but I was unable to find a way to get the 16X16 cells of the region to automatically copy over, so this has to be manually constructed. This is why the new region should be a custom world map. Add as many cells as are in the original region, and then arrange them appropriately. (If necessary, convert the original region to a custom world map to see how it is organized.)
This is still a bit of work, but it saves some of the trouble. At least it is not necessary to draw the map again.
I have had some strange problems with this on a few occasions, so I can't guarantee success. In particular, monsters in the existing map sometimes get messed up, so it is best to do this before adding monsters to the map. It also messes up portals; any portals in the map need to be deleted and redone in the copied version.
Note that I have not tried anything like this with room-based regions, but a similar method might work.
Heather