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UO Landscaper v1.4.x v1.4.x

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Hank

Squire
[Reserved for more information]
1 pixel = 1 tile
bmp files must be 8 bit, and use solid colors (no transparents)
You can create new .bmp files using NewMapImage.exe
Path is where the files will be placed, Project name is what the folder will be called, Map size should be clear, Default Terrain I would suggest [05] Deep Water, check dungeon space if you want it, and leave the terrain image and altitude image maps names alone unless you want them different.

Once you have a .bmp map created load the Terrain.bmp up in your favorite image editing software... photoshop, gimp, paint.net, ETC
Use the pre-defined colors to draw your land masses... You can view the terrain and altitude color palettes with UOLandscaper.exe ( system -> Viewer).
You can also use that to create Photoshop palettes or you can get the Gimp and or paint.net palettes here
[going to upload this soon.tm]

To make the altitiude map, what i do is copy the entire Terrain.bmp and paste it over the altitude.bmp, then hue everything so that it coorisponds to the altitude palette.

Then when you are ready to create the MUL files open UOMapMake.exe, point the path to the correct location the Terrain.bmp and Altitude.bmp are located and if you want statics hit ( static tab -> Random Static On) then when you are ready hit the Make Uo Map tab and it will begin creating the .mul files from the bmps.This may take a while depending on how good your cpu is.

Some reason you may experience uolandscaper stops making the mul files include but are not limited to, bad pixel hues, wrong altitude hues, terrain and altitude maps don't match up, and i am forgetting a few other reason. Don't get discouraged!

This is a real rough guide on how to use uolandscaper,.. I know that i missed a few things and there is a mass of reason why sometimes you can't create the mul files i didn't cover.

---------

1. make sure both the terrain and altitude maps are lined up
2. make sure there is not a wrong pixel hue on either terrain or altitude at that location
3. make sure both the terrain.bmp and altitude.bmp are 8 bit
to check if an image file is 8 bit, right click -> properties, then click details and check Bit depth.

Do not have any 1 water pixel on the coast or anywhere else, landscaper won't know how to transition properly sometimes and it will sometimes cause funky looking areas or broken coast lines. ( i believe two pixels is the minimum size for coastlines)

Lava is considered 'land' on the altitude map.
The "other" colors apply to acid, cave floor, and dungeon tiles

Note that deep water has a default height of -5 to the best of my knowledge (by default)
So all of your land/islands/etc on the altitude map will have to be above -5 or else you will end up with craters.
Deep water gets it's -5 altitude from Common.xml (I believe)

Make sure you make a ~10 pixel border of shallow water around all your land that is surrounded by deep water in your terrain map. (~ = about)

some transitions in game such as the ones i said before sand to forest and swamp to water among others won't transition properly without adding custom art and or adding the transition for UOL to use via Twiz.exe I found it is best to add a 2x2pixel grass gap in between tiles that have no transition. I found grass to have the most transition success.

For the mountains you want the outer most 1pixel ring on the outside of all mountains to be the same height as the land or water they're transitioning with
so if you have a mountain that is surrounded by land at 0 make the outer most 1 pixel edge of the mountain 0. then proceed to make the inside of that any height you want. i like to do 0, 5, 10,15, 20, 25, 30, 35 then i take spray paint and spray paint the top of the mountains with a 40 so it makes them rough.

Shallow water goes at the height you need it. so if you have shallow water around a landmass and it;s on the ocean and your ocean is using deep water you set both the shallow and deep water to 0,0,132 i believe for -5 water height. If you have shallow water in a special location it can be at any height below the surrounding land tiles.

I've been struggling with "altitude map needs to be rebuilt" for a long time. The only time I've gotten it to work is when i went through and made sure every pixel was lined up properly along with pixels of incorrect color such as Land on a pixel that is Water on the terrain map, then looked for any off colors and finally the bit depth.

You can change the colors in uo landscaper also via UOLandscaper.exe System > Viewer > Load
You can also custom anything that UOL generates with Sedit.exe (static edit) & Tedit.exe (Transition edit) You can even use custom art.
 

Hank

Squire
I can verify that all of the exe's work for their intended purpose.

If the program has an Unhandled exception This means that something is happening that the program was not coded to handle. Not that it does not work.

UOLandscaper requires MUL file format. The new UOP format will not work!

You may or will need to add UO information to your registry for everything to work.
I in no way take responsibility if you screw up your computer, windows or registry
Example:
Code:
Windows Registry Editor Version 5.00

[HKEY_CURRENT_USER\SOFTWARE\Origin Worlds Online\Ultima Online\1.0]
"Upgraded"="Yes"
"ExePath"="C:\\Games\\Electronic Arts\\UO\\client.exe"
"StartExePath"="C:\\Games\\Electronic Arts\\UO\\uo.exe"
"PatchExePath"="C:\\Games\\Electronic Arts\\UO\\uopatch.exe"
Just replace the path with the location of your UO install. (yes the double \\ are required)
This is saved to a txt file, then rename .txt to .reg and double click to merge it.
possibly for a registry file to take full effect you have to restart your computer or log off and log on.

If you don't have have a registry entry in "SOFTWARE\Origin Worlds Online\Ultima Online\1.0" Then the Ultima.dll will not be able to detect that you have an installation of Ultima online on your computer.

If you can open RegEdit. go to Edit > Find (crtl + f ) and type in client.exe, make sure all the boxes are checked, except match whole string only. click find next. Then press F3 until you find a valid registry entry for an ultima online install. make note of all the locations you find one. If the place I listed above is not one of them. Then you'll need to make the reg file and merge it just like I describe.


Ultima.dll is old and does not recognize the new installation locations. From my testing it is not possible to swap it out with the newer openuo dlls.
 
Last edited:

stacey

Citizen
help I keep getting no import tile directory was found when I am converting my bmp files to mul plz help can anyone help
EDIT: Resolved
 
Last edited by a moderator:

Hank

Squire
Disclaimer - This can be frustrating and difficulty to grasp at first. I recommend taking deep breaths and giving things time to sink in. I didn't learn all this in a single day I can promise you all that.

Basic Instructions on how to edit/add existing transitions.
1. Beginning & Over View
2. adding, removing and changing transitions
3. Alternative method of editing the xml file

1. Beginning & Over View
In this example I will be going over how to replace a coastline/shoreline transition. This/these methods can be applied to other transitions, not just the coastline/shoreline.

Let's start by running TEdit.exe and clicking File > Load Transition Table. Now navigate to Transitions\Wild\Grass\ and open Grass -- Shallow Water.xml This should load the xml file and you should have a list of [numbers] Grass to Shallow Water + Letters. You can ignore the [numbers] for now. We will be looking at Grass to Shallow Water NS in our example. So left click on that.
Despite there being multiple Grass to Shallow Water NS entries don't worry, You can edit only what you want or need to. In this example they will all contain the same information other then the Key and Draw which is explained below.

From this point forward I will refer to Grass to Shallow Water NS simply as NS to save sanity.

On the right you will see File , Desc and Key. For the most part you can ignore this information. Below that you'll see a 3x3 this is just a simple visual representation for the map. You'll notice in the NS transition that there is Grass art and Shallow Water art (the tan square). The grass in this case represents the starting art where are the tan square(s) represent where the transitions will happen (I believe) when UOL is generating the map transitions from Grass to Shallow Water.

Below that you'll see 3 tabs. Draw, Map and Static.
The Draw tab I don't use myself so it's up to you to figure out how that works in relation to everything (sorry) If i had to guess it could be used to do more advanced transitions between multiple different map arts (sorry if that's hard to understand). Most of the 1 art style to another 1 art style transitions are already complete and come out of the box. For example every transition for grass to shallow water you could do is already included.

The Map tab deals with the map transitions. In the case of the first NS on the list you'll see in the 3x3 image that the Central Southern tile is the location in which the transition happens between grass to shallow water. you'll notice that there is two pieces of map that are in the list. (0021 [-20] Tile ID 33 & 0025 [-20] Tile ID 37) These are the map art that will be used at random (50/50 chance in this case I believe?) for the transition. Below that there is some more things but we will get to those later.

The Static tab are statics that will be placed at the location of the transition, In this case (179F [-10] Tile ID 6047 & 17AD [-10] Tile ID 6048) I won't go too deep into statics but the -10 in this case is the Z height at which the static will be placed in the world. How to add and remove statics from the list is similar to the map tab.

2. adding, removing and changing transitions

So let's start adding, removing and changing transitions now that we've covered the Transition Editor briefly. Click on the Map tab and click either entry. (0021 [-20] Tile ID 33 or 0025 [-20] Tile ID 37) Within the Transition Editor there are two ways you can add or change the transition art. At the bottom you will see four icons (up arrow) "Add Map ID to List", (red X) "Delete Map Id from List", (? box) "Test the Map ID Image", (folder icon) "Select from Selection Screen".

The first way to add or change Transition Art from within the Transition Editor is to click on the (folder icon). This will being up a visual display of all the map tile art pieces. Scroll through the list until you find the piece of art you want to use. (the images will flash while you scroll through it, annoying I know) Click the tile art image making sure it shows up in the Map Tab area within the square. You can now close the Map Tiles window. Now go to [look here].

The second way to add or change Transition Art from within the Transition Editor is to type in the Tile ID you want to use and hit enter. Or you can use the scroll on the right side to scroll through all the art tile ids one at a time. Now go to [look here].

[look here]
Whether you use the first or second way to select the transition art you'll have to proceed here...
At this point you can set the Alt Mod this is how high or low the art will be stretched on the transition. In the case of Shallow Water which is mapped at -20. You'll want to set the Alt Mod close to or exactly matching that which you're transitioning to. So click in the Alt Mod box and type -20. Now click on the (up arrow). you should see another entry get added to the list, in case of NS you'll now see three. If you're goal was to replace a transition you can now click on the entry in the list that you don't want and click the (red X). If your goal was to add another transition option you can move on. Now if you are all done adding/changing transitions go to File > Save Transition Table and overwrite the Transitions\Wild\Grass\Grass -- Shallow Water.xml
From now on when ever you use that copy of Landscaper to generate grass next to shallow water a map it will use the map art you set.

3. Alternative method of editing the xml file

Still using the NS Example...
With TEdit.exe running clicking File > Load Transition Table. Now navigate to Transitions\Wild\Grass\ and open Grass -- Shallow Water.xml
Open the same xml file with a program like notepad++ and search for the Key of the transition you want to edit.
This is the section of the xml file that deals with our NS example.
Code:
  <TransInfo Description="Grass to Shallow Water NS" HashKey="010101010101010601">
  <MapTiles>
  <MapTile TileID="33" AltIDMod="-20" />
  <MapTile TileID="37" AltIDMod="-20" />
  </MapTiles>
  <StaticTiles>
  <StaticTile TileID="6047" AltIDMod="-10" />
  <StaticTile TileID="6048" AltIDMod="-10" />
  </StaticTiles>
  </TransInfo>

Most of this you can ignore except for 2 things in the case of this example. Replace the 33 & 37 with the Tile ID that you want to use. Or if you want to add another transition you can copy how 37 is added after 33 and replace that with the tile id you want to add.
The reason that editing the xml can be faster is if you have to replace multiple tile IDs or change a lot of AltIDMod.

Closing Thoughts:
I wrote this quite quickly so I apologize for any spelling or grammar mistakes. If you find any, please PM me (start a conversation with me about them) don't reply telling me about them.

Questions, Comments and concerns are welcome. Thank you!
 
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Hank

Squire
Here are the color Palette files for both Gimp and Paint.net which can be used to paint your map.

I have included Read Me.txt files in both of them explaining how to use the Palette files in both programs.
 

Attachments

  • Gimp Palettes For UO Landscaper.zip
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  • Paint.net Palettes For UO Landscaper.zip
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Hank

Squire
Do you get something like this when you try to make your map files?
You've gone over your terrain.bmp & altitude.bmp not finding a single mistake?
ai-gyazo-com_554241a81116d7002dc287bae70896fe-png.6124


Make sure that your BMP Colormap matches the UOLandscaper palette!

I generated some information with Imagemagick that I'll share here just for archival reasons.
Warning these are pretty long.
Image: default.bmp
Format: BMP3 (Microsoft Windows bitmap image (V3))
Class: PseudoClass
Geometry: 7168x4096+0+0
Resolution: 37.8x37.8
Print size: 189.63x108.36
Units: PixelsPerCentimeter
Type: Palette
Endianess: Undefined
Colorspace: sRGB
Depth: 8-bit
Channel depth:
red: 1-bit
green: 1-bit
blue: 8-bit
Channel statistics:
Pixels: 29360128
Red:
min: 0 (0)
max: 0 (0)
mean: 0 (0)
standard deviation: 0 (0)
kurtosis: 0
skewness: 0
entropy: -1.#IND
Green:
min: 0 (0)
max: 0 (0)
mean: 0 (0)
standard deviation: 0 (0)
kurtosis: 0
skewness: 0
entropy: -1.#IND
Blue:
min: 130 (0.509804)
max: 130 (0.509804)
mean: 130 (0.509804)
standard deviation: 0 (0)
kurtosis: 0
skewness: 0
entropy: -1.#IND
Image statistics:
Overall:
min: 0 (0)
max: 130 (0.509804)
mean: 43.3333 (0.169935)
standard deviation: 0 (0)
kurtosis: 0
skewness: 0
entropy: -1.#IND
Colors: 1
Histogram:
29360128: ( 0, 0,130) #000082 srgb(0,0,130)
Colormap entries: 256
Colormap:
0: ( 50, 65, 75) #32414B srgb(50,65,75)
1: ( 0,100, 0) #006400 DarkGreen
2: (130,100, 50) #826432 srgb(130,100,50)
3: (130,100, 85) #826455 srgb(130,100,85)
4: (227,191, 51) #E3BF33 srgb(227,191,51)
5: ( 0, 0,130) #000082 srgb(0,0,130)
6: ( 0, 0,170) #0000AA srgb(0,0,170)
7: (120,110, 90) #786E5A srgb(120,110,90)
8: (135,125, 90) #877D5A srgb(135,125,90)
9: ( 0,110,255) #006EFF srgb(0,110,255)
10: ( 0, 75, 75) #004B4B srgb(0,75,75)
11: ( 0,110, 90) #006E5A srgb(0,110,90)
12: (255,255,255) #FFFFFF white
13: (255, 0, 0) #FF0000 red
14: ( 75, 75,100) #4B4B64 srgb(75,75,100)
15: (120, 65, 0) #784100 srgb(120,65,0)
16: (172,135, 0) #AC8700 srgb(172,135,0)
17: ( 0, 60, 95) #003C5F srgb(0,60,95)
18: ( 75, 75, 75) #4B4B4B srgb(75,75,75)
19: ( 0, 0, 0) #000000 black
20: (100, 95, 0) #645F00 srgb(100,95,0)
21: (100, 95, 80) #645F50 srgb(100,95,80)
22: ( 94, 64, 57) #5E4039 srgb(94,64,57)
23: (109, 71, 62) #6D473E srgb(109,71,62)
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25: (120, 80, 0) #785000 srgb(120,80,0)
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38: (200,240,150) #C8F096 srgb(200,240,150)
39: ( 70, 70, 70) #464646 srgb(70,70,70)
40: (210,210,200) #D2D2C8 srgb(210,210,200)
41: ( 50,210,240) #32D2F0 srgb(50,210,240)
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59: ( 0, 0, 0) #000000 black
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61: ( 0,140, 90) #008C5A srgb(0,140,90)
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63: (100,100,100) #646464 srgb(100,100,100)
64: (128,128,128) #808080 fractal
65: ( 0, 90,110) #005A6E srgb(0,90,110)
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67: (245,240,100) #F5F064 srgb(245,240,100)
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69: ( 60,225,200) #3CE1C8 srgb(60,225,200)
70: ( 40,235,190) #28EBBE srgb(40,235,190)
71: (235,235,180) #EBEBB4 srgb(235,235,180)
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73: (145,150, 75) #91964B srgb(145,150,75)
74: ( 90, 90, 90) #5A5A5A srgb(90,90,90)
75: (255, 62, 62) #FF3E3E srgb(255,62,62)
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84: (130,130,130) #828282 grey51
85: (110,100, 80) #6E6450 srgb(110,100,80)
86: ( 0, 0, 0) #000000 black
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128: ( 60,100, 0) #3C6400 srgb(60,100,0)
129: (200,191, 51) #C8BF33 srgb(200,191,51)
130: ( 0, 85, 85) #005555 srgb(0,85,85)
131: ( 0,130, 90) #00825A srgb(0,130,90)
132: (185,185,185) #B9B9B9 srgb(185,185,185)
133: (208,202,160) #D0CAA0 srgb(208,202,160)
134: ( 0, 0, 0) #000000 black
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136: ( 0, 0, 0) #000000 black
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140: ( 60, 80,101) #3C5065 srgb(60,80,101)
141: ( 80, 40, 54) #502836 srgb(80,40,54)
142: (100,102,102) #646666 srgb(100,102,102)
143: ( 40, 70, 40) #284628 srgb(40,70,40)
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Rendering intent: Perceptual
Gamma: 0.454545
Chromaticity:
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green primary: (0.3,0.6)
blue primary: (0.15,0.06)
white point: (0.3127,0.329)
Background color: white
Border color: srgb(223,223,223)
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Transparent color: black
Interlace: None
Intensity: Undefined
Compose: Over
Page geometry: 7168x4096+0+0
Dispose: Undefined
Iterations: 0
Compression: Undefined
Orientation: Undefined
Properties:
date:create: 2016-06-13T03:14:30-04:00
date:modify: 2016-06-13T03:14:30-04:00
signature: e18899787adc95718941213ba9b38f51644a54f3ce649a3ccce35d197ccfe3d3
Artifacts:
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verbose: true
Tainted: False
Filesize: 29.36MB
Number pixels: 29.36M
Pixels per second: 58.72MB
User time: 0.140u
Elapsed time: 0:01.500
Version: ImageMagick 6.9.1-10 Q16 x64 2015-07-25 http://www.imagemagick.org
Image: Terrain.bmp
Format: BMP (Microsoft Windows bitmap image)
Class: PseudoClass
Geometry: 7168x4096+0+0
Resolution: 37.8x37.8
Print size: 189.63x108.36
Units: PixelsPerCentimeter
Type: Palette
Endianess: Undefined
Colorspace: sRGB
Depth: 8-bit
Channel depth:
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green: 8-bit
blue: 8-bit
Channel statistics:
Pixels: 29360128
Red:
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max: 227 (0.890196)
mean: 0.498702 (0.00195569)
standard deviation: 8.92878 (0.0350148)
kurtosis: 522.035
skewness: 21.8334
entropy: 0.314089
Green:
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max: 191 (0.74902)
mean: 2.04377 (0.00801477)
standard deviation: 14.8568 (0.0582618)
kurtosis: 64.2471
skewness: 7.73553
entropy: 0.261426
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max: 170 (0.666667)
mean: 128.395 (0.50351)
standard deviation: 13.6446 (0.0535083)
kurtosis: 72.2469
skewness: -8.18888
entropy: 0.244467
Image statistics:
Overall:
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max: 227 (0.890196)
mean: 43.6458 (0.17116)
standard deviation: 12.7361 (0.0499453)
kurtosis: 814.397
skewness: 78.4088
entropy: 0.273327
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Rendering intent: Perceptual
Chromaticity:
red primary: (0,0)
green primary: (0,0)
blue primary: (0,0)
white point: (0.3127,0.329)
Background color: white
Border color: srgb(223,223,223)
Matte color: grey74
Transparent color: black
Interlace: None
Intensity: Undefined
Compose: Over
Page geometry: 7168x4096+0+0
Dispose: Undefined
Iterations: 0
Compression: Undefined
Orientation: Undefined
Properties:
date:create: 2016-06-13T02:46:00-04:00
date:modify: 2016-06-13T02:46:33-04:00
signature: b03ac5eb2054e29457787fff6c7c9dc9057c3502997627201e8a70f985d98cc7
Artifacts:
filename: Terrain.bmp
verbose: true
Tainted: False
Filesize: 29.36MB
Number pixels: 29.36M
Pixels per second: 250.9MB
User time: 0.125u
Elapsed time: 0:01.117
Version: ImageMagick 6.9.1-10 Q16 x64 2015-07-25 http://www.imagemagick.org
Image: Terrain2.bmp
Format: BMP3 (Microsoft Windows bitmap image (V3))
Class: PseudoClass
Geometry: 7168x4096+0+0
Resolution: 37.8x37.8
Print size: 189.63x108.36
Units: PixelsPerCentimeter
Type: Palette
Endianess: Undefined
Colorspace: sRGB
Depth: 8-bit
Channel depth:
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green: 8-bit
blue: 8-bit
Channel statistics:
Pixels: 29360128
Red:
min: 0 (0)
max: 227 (0.890196)
mean: 0.498702 (0.00195569)
standard deviation: 8.92878 (0.0350148)
kurtosis: 522.035
skewness: 21.8334
entropy: 0.314089
Green:
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max: 191 (0.74902)
mean: 2.04377 (0.00801477)
standard deviation: 14.8568 (0.0582618)
kurtosis: 64.2471
skewness: 7.73553
entropy: 0.261426
Blue:
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max: 170 (0.666667)
mean: 128.395 (0.50351)
standard deviation: 13.6446 (0.0535083)
kurtosis: 72.2469
skewness: -8.18888
entropy: 0.244467
Image statistics:
Overall:
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max: 227 (0.890196)
mean: 43.6458 (0.17116)
standard deviation: 12.7361 (0.0499453)
kurtosis: 814.397
skewness: 78.4088
entropy: 0.273327
Colors: 7
Histogram:
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Colormap entries: 256
Colormap:
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57: (200,250,100) #C8FA64 srgb(200,250,100)
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84: (130,130,130) #828282 grey51
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250: ( 0, 0, 0) #000000 black
251: ( 0, 0, 0) #000000 black
252: ( 0, 0, 0) #000000 black
253: ( 0, 0, 0) #000000 black
254: (110,107,109) #6E6B6D srgb(110,107,109)
255: (206,174,123) #CEAE7B srgb(206,174,123)
Rendering intent: Perceptual
Gamma: 0.454545
Chromaticity:
red primary: (0.64,0.33)
green primary: (0.3,0.6)
blue primary: (0.15,0.06)
white point: (0.3127,0.329)
Background color: white
Border color: srgb(223,223,223)
Matte color: grey74
Transparent color: black
Interlace: None
Intensity: Undefined
Compose: Over
Page geometry: 7168x4096+0+0
Dispose: Undefined
Iterations: 0
Compression: Undefined
Orientation: Undefined
Properties:
date:create: 2016-06-13T02:56:18-04:00
date:modify: 2016-06-13T02:56:19-04:00
signature: b03ac5eb2054e29457787fff6c7c9dc9057c3502997627201e8a70f985d98cc7
Artifacts:
filename: Terrain2.bmp
verbose: true
Tainted: False
Filesize: 29.36MB
Number pixels: 29.36M
Pixels per second: 67.03MB
User time: 0.172u
Elapsed time: 0:01.437
Version: ImageMagick 6.9.1-10 Q16 x64 2015-07-25 http://www.imagemagick.org
Notice how the Colormap: matches the UOLandscaper palette! Where as on the failed bmp it does not.

Gimp Method 1
Run NewMapImage.exe to create a fresh clean Terrain.bmp & Altitude.bmp. By default they will have the correct image information. Open them in gimp along with your map and altitude map you've been working on. Then copy your terrain map over the fresh clean terrain map and export(save) them, making sure that you check the box under Compatibility Options -> Do not write color space informative. You may have to do the same with the altitude map.


Image: IndexedTerrainFailure.bmp
Format: BMP3 (Microsoft Windows bitmap image (V3))
Class: PseudoClass
Geometry: 7168x4096+0+0
Resolution: 28.35x28.35
Print size: 252.84x144.48
Units: PixelsPerCentimeter
Type: Palette
Endianess: Undefined
Colorspace: sRGB
Depth: 8-bit
Channel depth:
red: 8-bit
green: 8-bit
blue: 8-bit
Channel statistics:
Pixels: 29360128
Red:
min: 0 (0)
max: 227 (0.890196)
mean: 0.498702 (0.00195569)
standard deviation: 8.92878 (0.0350148)
kurtosis: 522.035
skewness: 21.8334
entropy: 0.314089
Green:
min: 0 (0)
max: 191 (0.74902)
mean: 2.04377 (0.00801477)
standard deviation: 14.8568 (0.0582618)
kurtosis: 64.2471
skewness: 7.73553
entropy: 0.261426
Blue:
min: 0 (0)
max: 170 (0.666667)
mean: 128.395 (0.50351)
standard deviation: 13.6446 (0.0535083)
kurtosis: 72.2469
skewness: -8.18888
entropy: 0.244467
Image statistics:
Overall:
min: 0 (0)
max: 227 (0.890196)
mean: 43.6458 (0.17116)
standard deviation: 12.7361 (0.0499453)
kurtosis: 814.397
skewness: 78.4088
entropy: 0.273327
Colors: 7
Histogram:
28694744: ( 0, 0,130) #000082 srgb(0,0,130)
87160: ( 0, 0,170) #0000AA srgb(0,0,170)
23516: ( 0, 75, 75) #004B4B srgb(0,75,75)
271475: ( 0,100, 0) #006400 DarkGreen
161419: ( 0,110, 90) #006E5A srgb(0,110,90)
85591: ( 75, 75, 75) #4B4B4B srgb(75,75,75)
36223: (227,191, 51) #E3BF33 srgb(227,191,51)
Colormap entries: 94
Colormap:
0: ( 50, 65, 75) #32414B srgb(50,65,75)
1: ( 0,100, 0) #006400 DarkGreen
2: (130,100, 50) #826432 srgb(130,100,50)
3: (130,100, 85) #826455 srgb(130,100,85)
4: (227,191, 51) #E3BF33 srgb(227,191,51)
5: ( 0, 0,130) #000082 srgb(0,0,130)
6: ( 0, 0,170) #0000AA srgb(0,0,170)
7: (120,110, 90) #786E5A srgb(120,110,90)
8: (135,125, 90) #877D5A srgb(135,125,90)
9: ( 0,110,255) #006EFF srgb(0,110,255)
10: ( 0, 75, 75) #004B4B srgb(0,75,75)
11: ( 0,110, 90) #006E5A srgb(0,110,90)
12: (255,255,255) #FFFFFF white
13: (255, 0, 0) #FF0000 red
14: ( 75, 75,100) #4B4B64 srgb(75,75,100)
15: (120, 65, 0) #784100 srgb(120,65,0)
16: (172,135, 0) #AC8700 srgb(172,135,0)
17: ( 0, 60, 95) #003C5F srgb(0,60,95)
18: ( 75, 75, 75) #4B4B4B srgb(75,75,75)
19: ( 0, 0, 0) #000000 black
20: (100, 95, 0) #645F00 srgb(100,95,0)
21: (100, 95, 80) #645F50 srgb(100,95,80)
22: ( 94, 64, 57) #5E4039 srgb(94,64,57)
23: (109, 71, 62) #6D473E srgb(109,71,62)
24: ( 50, 45, 45) #322D2D srgb(50,45,45)
25: ( 50, 45, 45) #322D2D srgb(50,45,45)
26: (120, 80, 0) #785000 srgb(120,80,0)
27: (120, 90, 0) #785A00 srgb(120,90,0)
28: (175,100, 0) #AF6400 srgb(175,100,0)
29: (175,110, 0) #AF6E00 srgb(175,110,0)
30: (110,107, 99) #6E6B63 srgb(110,107,99)
31: ( 74, 74, 57) #4A4A39 srgb(74,74,57)
32: (198,241,132) #C6F184 srgb(198,241,132)
33: (241,148,107) #F1946B srgb(241,148,107)
34: (241,120,101) #F17865 srgb(241,120,101)
35: (125, 0, 0) #7D0000 srgb(125,0,0)
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37: (100, 0, 0) #640000 srgb(100,0,0)
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39: (200,240,150) #C8F096 srgb(200,240,150)
40: ( 70, 70, 70) #464646 srgb(70,70,70)
41: (210,210,200) #D2D2C8 srgb(210,210,200)
42: ( 50,210,240) #32D2F0 srgb(50,210,240)
43: ( 0,120, 0) #007800 srgb(0,120,0)
44: ( 0,130, 90) #00825A srgb(0,130,90)
45: ( 0, 95, 95) #005F5F srgb(0,95,95)
46: (150,150,150) #969696 grey59
47: ( 0,120,255) #0078FF srgb(0,120,255)
48: ( 0,130,255) #0082FF srgb(0,130,255)
49: (255, 50, 0) #FF3200 srgb(255,50,0)
50: (255, 60, 0) #FF3C00 srgb(255,60,0)
51: ( 60,190,240) #3CBEF0 srgb(60,190,240)
52: ( 70,190,240) #46BEF0 srgb(70,190,240)
53: ( 80,190,240) #50BEF0 srgb(80,190,240)
54: (125, 0, 0) #7D0000 srgb(125,0,0)
55: (100, 0, 0) #640000 srgb(100,0,0)
56: (110, 0, 0) #6E0000 srgb(110,0,0)
57: (198,241,132) #C6F184 srgb(198,241,132)
58: (200,250,100) #C8FA64 srgb(200,250,100)
59: (255,242,132) #FFF284 srgb(255,242,132)
60: ( 0,140, 90) #008C5A srgb(0,140,90)
61: ( 0,200, 0) #00C800 srgb(0,200,0)
62: (100,100,100) #646464 srgb(100,100,100)
63: (128,128,128) #808080 fractal
64: ( 0, 90,110) #005A6E srgb(0,90,110)
65: ( 0, 90,120) #005A78 srgb(0,90,120)
66: (245,240,100) #F5F064 srgb(245,240,100)
67: (100,150,107) #64966B srgb(100,150,107)
68: ( 60,225,200) #3CE1C8 srgb(60,225,200)
69: ( 40,235,190) #28EBBE srgb(40,235,190)
70: (235,235,180) #EBEBB4 srgb(235,235,180)
71: ( 35, 60, 75) #233C4B srgb(35,60,75)
72: (145,150, 75) #91964B srgb(145,150,75)
73: ( 90, 90, 90) #5A5A5A srgb(90,90,90)
74: (255, 62, 62) #FF3E3E srgb(255,62,62)
75: ( 0, 0,200) #0000C8 srgb(0,0,200)
76: (255,255,192) #FFFFC0 srgb(255,255,192)
77: (188,182,150) #BCB696 srgb(188,182,150)
78: ( 60,100, 0) #3C6400 srgb(60,100,0)
79: (200,191, 51) #C8BF33 srgb(200,191,51)
80: ( 0, 85, 85) #005555 srgb(0,85,85)
81: ( 0,130, 90) #00825A srgb(0,130,90)
82: (185,185,185) #B9B9B9 srgb(185,185,185)
83: (208,202,160) #D0CAA0 srgb(208,202,160)
84: (110,107,109) #6E6B6D srgb(110,107,109)
85: (206,174,123) #CEAE7B srgb(206,174,123)
86: (187,151, 21) #BB9715 srgb(187,151,21)
87: ( 0, 80, 0) #005000 srgb(0,80,0)
88: (130,130,130) #828282 grey51
89: (110,100, 80) #6E6450 srgb(110,100,80)
90: ( 60, 80,101) #3C5065 srgb(60,80,101)
91: ( 80, 40, 54) #502836 srgb(80,40,54)
92: (100,102,102) #646666 srgb(100,102,102)
93: ( 40, 70, 40) #284628 srgb(40,70,40)
Rendering intent: Perceptual
Gamma: 0.454545
Chromaticity:
red primary: (0.64,0.33)
green primary: (0.3,0.6)
blue primary: (0.15,0.06)
white point: (0.3127,0.329)
Background color: white
Border color: srgb(223,223,223)
Matte color: grey74
Transparent color: black
Interlace: None
Intensity: Undefined
Compose: Over
Page geometry: 7168x4096+0+0
Dispose: Undefined
Iterations: 0
Compression: Undefined
Orientation: Undefined
Properties:
date:create: 2016-06-13T03:30:24-04:00
date:modify: 2016-06-13T03:30:26-04:00
signature: b03ac5eb2054e29457787fff6c7c9dc9057c3502997627201e8a70f985d98cc7
Artifacts:
filename: IndexedTerrainFailure.bmp
verbose: true
Tainted: False
Filesize: 29.36MB
Number pixels: 29.36M
Pixels per second: 48.13MB
User time: 0.218u
Elapsed time: 0:01.609
Version: ImageMagick 6.9.1-10 Q16 x64 2015-07-25 http://www.imagemagick.org
Gimp Method 2
(This requires you to have the UOLandscaper palette already loaded into Gimp.
Open the Terrain.bmp in gimp. Then click Image -> Mode -> Indexed...
Click the radio button Use custom palette. Click the box and select the UOLandscaper Terrain palette. I unchecked the box Remove unused colors from colormap.
Then click Convert.
Now export(save), making sure that you check the box under Compatibility Options -> Do not write color space informative. You may have to do the same with the alttiude map.
 
Last edited: