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 Post subject: mountain color
PostPosted: Tue Jul 06, 2004 5:38 pm 
I am working on a new map :) ...again, I have like 4 im working on. My question is this, Im working on the land mass called Dereth ;) yes Asheron's Call. here is what I have so far.
https://home.comcast.net/~warloxxx/Dereth-stage-7.jpg
its coming along ok but still needs some work I know, If any of you have played AC you know of the Obsidian Plains in the dires, I would like them to be black, and here is my question, can I change the color/Hue of the mountains? or am I stuck with the stock color?.


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 Post subject:
PostPosted: Tue Jul 06, 2004 5:44 pm 
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Peanut Gallery
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You can change the color/hue/graphics of anything you see in the client by editing the appropriate mul file and then sending it to your players. There is no way to do it without actually either adding a new graphic or editing the existing one and then sending the updated art files to your players, though. What I mean by this is that there is no server option to make ground tiles another color (except the ones which have static equivalents, when they?re flat), and there is no pre-defined black mountain type.

So the short answer is: yes

The long answer is: it?s not as easy as you?re probably hoping.

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PostPosted: Tue Jul 06, 2004 5:49 pm 
Thank for the fast reply :) and as I guessed, it is not as easy as I would have hoped, But then again the good stuff never is ;)


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 Post subject:
PostPosted: Tue Jul 06, 2004 8:58 pm 
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Probably the easiest way is to make a duplicate mountain tile set (colored the way you want them), then make a Dragon transition file that can utilize it. (And of course as was mentioned, the modified MUL files need to be distributed to all clients).

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 Post subject:
PostPosted: Tue Jul 06, 2004 10:53 pm 
ok kind of a newbie question. just how many tiles would that come in at? I would need to do the all mountain ones for sure, but then there are the transition tiles as well. anyone know the total (or close) that would be?


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 Post subject:
PostPosted: Tue Jul 06, 2004 11:09 pm 
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12 to 14 per transition type.

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PostPosted: Tue Jul 06, 2004 11:27 pm 
Just so I understand this right before I try this. So there are like 12 to 14
mountain2grass and 12 to 14 mountain2snow and so on? ouch. Also I have looked through InsideUO then it hit me, is there a place I can find or get a list of tiles and there corresponding numbers? and is this all in the tiledata.mul file that Ill be working in? Im sorry for all the questions but I figure ask them all at once so I dont have to bug you guys to much :oops:
and on a side note, what do you think of the map so far? ok?


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 Post subject:
PostPosted: Wed Jul 07, 2004 1:15 pm 
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In InsideUO when you browse through the art, there is a tab that I believe is labeled "Textures" or "Texmaps". That's where you can see your texture data. I believe they are stored in art.mul.

To make it easier, you might want to just have your custom mountain surrounded by one type of tile (i.e., grass) so that way you only have one transition to worry about. I wouldn't make new transitions for any transition you aren't going to use.

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 Post subject:
PostPosted: Wed Jul 07, 2004 1:34 pm 
GMTA thats what I was thinking, make it surrounded by grass or sand in this case then I reduce the trans tiles I need to work with, thx all for the help. Wish me luck ;)


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 Post subject:
PostPosted: Wed Jul 07, 2004 5:50 pm 
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There are actually two places a ground tile will go. One is in art.mul and the other is in texmaps.mul (or something like that). The client will use the one in art.mul whenever the tile is flat, and it will use the one in texmaps.mul whenever the tile isn?t flat (it?s a texture map). The difference is that in art.mul, the tile will be an isometric small square like all the other ?floor? tiles you can place in-game (except it?s stored differently). In texmaps.mul, the tile is much larger (they vary in size depending on how much detail you want to show, mountain tiles are generally bigger since elevation change is usually more dramatic) and are square (not isometric).

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 Post subject:
PostPosted: Wed Jul 07, 2004 9:37 pm 
Thanks, I actualy think I understand what you said :)


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