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 Post subject: Coasts
PostPosted: Wed May 12, 2004 7:04 pm 
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Young
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Are small glitches in the coast like these fixable in game? I know I started a discussion about this in another thread but heres the screenshot to go along with it this time.

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PostPosted: Wed May 12, 2004 7:50 pm 
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Posting Whore
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Yes and no, you can place a water tile in the void area and then worry about the "edge" tile if needed. Worldforge would be a better way of doing it though as long as there are not like thousands of them around the coast line.

OSI/EA has hundreds of "patch" tiles in the real UO maps some of which I helped them find the hard way...damn black holes. So small patches like that one would be fine with a bandaid.

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 Post subject:
PostPosted: Wed May 12, 2004 9:17 pm 
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Young
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Yea, I'm talking maybe around 30 here, I just want to know if I should keep smothing my coastlines are just move on with development and get these damn tiles later.

How would I go about doing it with world forge if you don't mind me asking?

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PostPosted: Wed May 12, 2004 11:21 pm 
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Which scripts are you using?
There were some errors in all the water scripts pre-mod10 (mod10's errors are done on purpose as a tradeoff).
Ultimately it's currently not possible to get perfect water transitions with the current technology because of a bunch of complexitys, but what I saw on that screen looks like the one where x2water static script has missing/wrong altitude/just wrong statics.

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 Post subject:
PostPosted: Thu May 13, 2004 8:03 am 
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To use Worldforge is very easy actually. Just locate all the missing tile areas ingame and write down their X and Y locations then go into worldforge and go to each of the locations and fill in the hole. Worldforge is almost like using a paint program except your placing tiles instead of colors, don't forget to set the hight of the tiles as well.

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 Post subject:
PostPosted: Thu May 13, 2004 9:45 am 
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Dev Viperrious wrote:
To use Worldforge is very easy actually. Just locate all the missing tile areas ingame and write down their X and Y locations then go into worldforge and go to each of the locations and fill in the hole. Worldforge is almost like using a paint program except your placing tiles instead of colors, don't forget to set the hight of the tiles as well.

Dev


Except it would not be correct to "fix" this particular problem with WF. What he needs is a static tile placed where it should be. Aside from using better scripts next time, the way to fix this is to place a static tile with the GM tool of your choice and then freeze it into the statics. How exactly to do this of course depends on your chosen EMU.

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PostPosted: Thu May 13, 2004 1:32 pm 
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Oops my bad, for coastal transitions Stormcrow is right. :oops:

Your hole is caused by the single block error it looks like btw. Make sure your coast does not have any single tile areas of water or land around the edges that should fix the problem all together.

Dev

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