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PostPosted: Tue Jul 23, 2002 7:45 am 
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First image: This is the building without a roof. Just your normal square.

Second image: First layer of roof tiles. This is where the majority of people screw things up (as well as some tools...). The roof tiles do *NOT* go directly over the walls!!!! *ALWAYS* put the roof tile one South and one East from what you want it to be over. This layer of roof tiles should be at 20z above the ground.

Third image: Second layer of roof tiles. Each layer increases by 3z, so this layer should be at 23z above the ground.

... just keep puting more layers until you get to the center

The final image: You will have a messed up looking roof if your building does not have an odd width (or height), because then you wouldn't have the room for the final roof tile, the v-shaped on which goes in the center. Same as the other roof tile, this just goes at 3z above the previus layer of roof tiles.


...

Do this and you should have V-Shaped roofs done the right way (the way they where meant to be made when OSI was making UO).

Hope this helps.

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PostPosted: Tue Jul 23, 2002 1:57 pm 
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Well, then. Just set the record straight, that's how I do my roofs. AND I use Xuri's WorldBuilder. This isn't a tool error, it's a builder error, that is, the person doing the building. In Xuri's Worldbuilder, it's takes whatever coor's that you put into it as the x y coords. For the NW corner, you stand on the inside of the building and use that x y coord. For the se corner you stand on the outside of the building and use that x y. Simple really.
And as for making sure the building is an odd number of tiles wide (length wise, on axis of peak of roof), that again is a builder error. Always make sure that the building is a odd number of tiles wide.

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PostPosted: Tue Jul 23, 2002 4:19 pm 
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WorldBuilder still puts them at the wrong altitude, at least the last version I used did.

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PostPosted: Wed Jul 24, 2002 11:52 pm 
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axis does em right :)


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PostPosted: Mon Aug 12, 2002 3:10 pm 
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Oh I feel special. I have a post in FAQ. Yay. Go me.

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PostPosted: Mon Oct 13, 2003 7:30 am 
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For all the people who use RunUO I suggest Pandora's Box for all your needs : http://arya.distanthost.com/

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PostPosted: Fri Oct 17, 2003 4:25 pm 
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I didn't know Axis did roofs. What version Rose?

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PostPosted: Sat Oct 18, 2003 12:05 am 
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The autoroofer was added within a week of Altiara making it open source, whenever that was :p


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PostPosted: Tue Oct 05, 2004 12:48 pm 
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Xuri?s tool does do roofs properly now in most situations. There is a rare fluke where a good roof is perfectly possible, but it does the math wrong somehow (and no, I?m not talking about when you have an even width, which always create funkyness).

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PostPosted: Tue Oct 05, 2004 8:09 pm 
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If you do an even width you just make the roof 1 tile wider and it still looks ok. You actually put a tile over the west wall. Still, make your buildings an odd width :P

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PostPosted: Wed Oct 06, 2004 1:17 pm 
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I call that funkyness.

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PostPosted: Thu Mar 10, 2005 12:01 pm 
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Since I can't edit my original post...

...

You will have to excuse the poor graphical example; we all know how lazy I can be. The images are from a ?top-down? perspective; as if you were looking straight down onto the world, rather than from the angle you usually see things in when you are playing UO. This is the key to making proper V-shaped roofs.

In the first image, you can see my wonderful rendition of your average building. Use your imagination and force yourself to see the horrible gray lines as being walls. Depending on the orientation of your roof, either your building should be an odd width or an odd length since there should be enough room for an equal number of roof tiles on either side in addition to the center roof tiles. There are some clever workarounds to this, but, generally, you will be better off keeping everything easy.

The second image depicts the first layer of roofing. Most people are inclined to put this right on top of their walls since that makes the most sense. For whatever reason, that is not how the original creators of UO decided to do things. Instead, you should always begin one south and one east from the location (usually a wall) you want it to cover. With a few exceptions, this layer should be at a height of 20z above the floor.

In the consecutive images, you can see each additional layer of roofing. Just apply the same basic principle as you did for the first layer, but increase the height from the ground by 3z for each layer. When you get to the last layer, switch to the graphic which resembles the top of a roof, and you are done.

I hope that this helps some of you out there. Many tools make roof building very easy, but understanding the underlying principles can help greatly when fixing bugs or adding final changes.

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PostPosted: Sun Aug 13, 2006 2:04 pm 
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What Image....

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PostPosted: Sun Aug 13, 2006 2:06 pm 
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UGH it didnt let me edit my reply....

I wish we had a detailed tutorial on how to do:

V Shaped Roofs
L Shaped Roofs
Castle/Keep Roofs

And I wish there was a house builder besides uo architect which only lets you build off plots.

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PostPosted: Sun Aug 13, 2006 7:17 pm 
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You can go onto the ground layer with UO Architect and remove the plot.


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PostPosted: Sun Aug 13, 2006 7:26 pm 
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really how??

and how can you move the view around, cuz anything bigger than 17x17 is outta my screen.

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PostPosted: Sun Aug 13, 2006 7:42 pm 
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Image

if i could edit my post i would...

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PostPosted: Thu Aug 17, 2006 11:27 pm 
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nvm I figured it out, hold left shift and then mouse left button, drag.

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