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 Post subject: Straight up
PostPosted: Mon Jun 19, 2006 12:31 pm 
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Journeyman
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Joined: Mon May 01, 2006 11:21 am
Posts: 78
I want 2 different kinds of shorelines. One with sea green water and one with blue water.

How to define sea-green hued water in mapgenerator? Behaves the same way as normal shoreline water, just hued green.


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 Post subject:
PostPosted: Mon Jun 19, 2006 5:38 pm 
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Posting Whore
Posting Whore

Joined: Fri Aug 29, 2003 6:21 pm
Posts: 1434
Location: Colorado Springs, Co.
That is very simple, you go into the scripts for the water tiles and change the color settings. Most GM tools have a hex color tool which will show you the hex code for the color you are looking for.

If your doing both on the same map then it gets a little harder since you would need to set up a seperate script for the green water in addition to the normal blue.

Its not as hard as it first seems though and if you look at the pre-existing scripts for which ever version your using, you can get the idea of how its done.

Just change one of the unused index colors into the green tiles for the water and link it to the proper script and your all set.

Dev

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"So...if crazy people don't know their crazy...does that mean your only sane if your know your crazy?"


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 Post subject:
PostPosted: Mon Jun 19, 2006 7:48 pm 
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Journeyman
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Joined: Mon May 01, 2006 11:21 am
Posts: 78
By seperate script you mean copy paste the regular shoreline scripts and then make a new index color?


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 Post subject:
PostPosted: Tue Jun 20, 2006 6:17 am 
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Posting Whore
Posting Whore

Joined: Fri Aug 29, 2003 6:21 pm
Posts: 1434
Location: Colorado Springs, Co.
Not quite that simple but yes.

Currently I do not have dragon loaded and cannot walk you through the exact steps but there are more than just the two files that need to be edited.

The first would be the index for colors, second would be the index that determines which colors are attached to which scripts and third would be the actual script.

To simplify it you could just edit one of the existing scripts by making a copy of one of the index scripts that you do not use such as a road tile set and then edit the script to place water tiles instead of the original road tiles. Then just change the hue to match what you want.

Hope thats understandable.

Dev

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"So...if crazy people don't know their crazy...does that mean your only sane if your know your crazy?"


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 Post subject:
PostPosted: Tue Jun 20, 2006 7:21 pm 
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Journeyman
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Joined: Mon May 01, 2006 11:21 am
Posts: 78
Not even the slightest bit.

I'm using MapGenerator by the way, not DrAGOn.


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 Post subject:
PostPosted: Wed Jun 21, 2006 6:37 am 
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Posting Whore
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Joined: Fri Aug 29, 2003 6:21 pm
Posts: 1434
Location: Colorado Springs, Co.
That would be Stormcrow then. The scripts are totally different for Mapgen.

Dev

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"So...if crazy people don't know their crazy...does that mean your only sane if your know your crazy?"


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 Post subject:
PostPosted: Sun Jun 25, 2006 3:55 pm 
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Journeyman
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Joined: Mon May 01, 2006 11:21 am
Posts: 78
Wellp, I guess I'm a dumbass and I'm screwed.


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 Post subject:
PostPosted: Mon Jun 26, 2006 11:43 am 
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Journeyman
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Joined: Fri Sep 30, 2005 12:26 pm
Posts: 75
it'd be really cool if there could have been ethereal water and you could just do really low dirt around the bottom, that'd look awesome (put some sea creatures down there).


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 Post subject:
PostPosted: Mon Jun 26, 2006 8:53 pm 
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Posting Whore
Posting Whore

Joined: Fri Aug 29, 2003 6:21 pm
Posts: 1434
Location: Colorado Springs, Co.
Actually you can!

Take a full tile of blood (yeah the sticky red stuff) and change it to what ever color you like to include transparent then add it to the mul file.

Edit your map editor such as dragon to add the tile to the scripts and boom!

Place your area around the land with dirt or sand (sand would be more realistic) then tile over them at the height of water. Only problem is the shores which would require editing the tiles of normal water to match the same color as the main water tiles. Then use TileEditor to change them into passable objects (check the blood tiles and just match the codes).

Blood tiles are very useful for making swimming pools or areas where you can see the bottom and want to walk.

Doing an entire map like this might prove to be a huge task but may be fun, of course it would be worthless for ships since they would fall right through. Perhaps an enchanted lake or underwater lizardman fortress.

Dev

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