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PostPosted: Tue Sep 10, 2002 11:34 am 
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Ok, I dont mean North American Prairie, I'm talking African Seregetti (sp?) with lions and wildebeasts and things of that nature.

The problem is that UO map tiles were designed to look more or less like European/North American/Tropical regions. I'm at a bit of a loss as to how to do this. Originally, I tried putting down various grass plants with their colors set to various shades of green and yellow over grass. This looked like a bunch of ugly green and yellow plants on a nice carpet of grass. So I tried putting it down on other ground types (dirt, desert, jungle) and turning the rate for everything up pretty high, I cant say I liked this either. Dirt and Desert had the vague look that some farmer had plowed some wasteland and threw in some random seeds, and jungle had the look of swamp in the middle of a drought.

Your thoughts, anyone?

Xelah

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PostPosted: Tue Sep 10, 2002 5:21 pm 
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I don't think you'll be able to get good results trying to get long wild grass...

What I would do is take the green grass tiles, change their color to a yellowish brown, then add them to the list of art, and just use that. I don't think any existing art would work well enough. It wouldn't be that hard to do, either, I emagine.

Oh and every so often put a Yew tree without the leaves and give it a lighter shade. :-) Ya know, those big-ass trees you see on the discovery channell that never have leaves and usually have a leapord or monkeys in it?

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PostPosted: Tue Sep 10, 2002 8:03 pm 
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Have you tried the wheat statics for the grasslands? Those might work..

-Ryandor


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PostPosted: Fri Sep 13, 2002 7:33 pm 
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the wheat looks nice but is there a way to make it so that it says "tall grass" instead of "wheat" in the statics file?

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PostPosted: Fri Sep 13, 2002 7:50 pm 
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Erm yeah... I'd have to look up which files would need editing, though. I know it's not staidx0.mul or statics0.mul. Probably one of the art mul files... art.mul, maybe?

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PostPosted: Fri Sep 13, 2002 9:55 pm 
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tiledata.mul stores the names as far as I know.. unfortunately in LBR/UO3d (and I think even maybe newer clients in general?) they go by the client localization files instead of the tiledata.. so you'd basically be editing names all over the place in multiple langages to make sure you got it all


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PostPosted: Fri Sep 13, 2002 10:01 pm 
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great, at the rate I'm having to edit this stuff I might as well just have everyone completely DL the entire game by the time I actually finish...

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