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PostPosted: Mon Oct 27, 2003 6:15 am 
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The Defenestrator
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Joined: Mon Oct 27, 2003 5:37 am
Posts: 245
Location: Netherlands
I have searched the whole board for any questions like this, and I've found only one but it wasn't really answered x.x So I guess I post it again. If it's in here and explained already forgive my blindness.

When I convert water to grass (-5z for water, 0z for grass) half of them looks alright, and the rest is too.. edgy o.O; I have a screenshot of this:

Image

As you can see on it half of it looks good, and the rest just so edgy. I have this all over my map aswell.

My next question is about grass bumps. I want to create bumps just like on the OSI map, but somehow they all turn out very bad. Is there some sort of tutorial for this? Or perhaps can someone tell me what size bumps I should start with?
I usually put grass z0 around it and start out with grass bump z5, then I make the entrance with grass bump z 0. Should this be higher?

Thanks in advance :)


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PostPosted: Mon Oct 27, 2003 10:51 am 
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Site Admin
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Joined: Sun Jun 02, 2002 8:01 pm
Posts: 1473
Location: CO, USA
Unfortunelt, Dragon isn't perfect. There's several types of transitions that Dragon has a hard time doing. Many NE/NW coastlines are like this. I'm hopeing to help with this problem by including the -2 color in the new mod. While it will not solve the problem, it should help. Script tweaking will help a bit too.

Remember, Dragon is an excellent starting point to get the bulk of the map created, but there's still quite a bit of tweaking you'll need to do in order to get a good looking map.

A prime example of required tweaking is the grass bump. I created a working example of how to use the grassbumps. While not the best description, it can help you get started.
http://www.ryandor.com/gbexample.zip

-Ryandor


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PostPosted: Wed Oct 29, 2003 9:39 am 
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The Defenestrator
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Joined: Mon Oct 27, 2003 5:37 am
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Location: Netherlands
Thanks for your help :). At least I know it's not me with the coastlines x.x


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