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Landscape Tiles https://ryandor.com/forum/viewtopic.php?f=2&t=1275 |
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Author: | Guest [ Tue Nov 18, 2003 6:09 am ] |
Post subject: | Landscape Tiles |
Hello all, I would like to create a map with new landscape tiles, but I did not find anything on forum. I patch my landscape tiles with modifyUO, then I changed the ID of the grass with the news. When I create my map I have well my news landscape tiles but I do not have any more any small unevenness (bumps). (sorry for my bad English ![]() In a friendly way, Prapilk |
Author: | Matonor [ Tue Nov 18, 2003 11:15 am ] |
Post subject: | |
do you use dragon? have you commented out the lines in the unevely.txt/scp file? |
Author: | Sydius [ Tue Nov 18, 2003 2:17 pm ] |
Post subject: | |
Are you getting patches of grass where there is a slope and the new tile where it?s flat? I?m not sure if that?s what you meant, but if you are, then that?s because UO uses two separate pieces of artwork for landscape ? one for uneven terrain, and the other for flat. Did you update both? |
Author: | Prapilk [ Tue Nov 18, 2003 3:51 pm ] |
Post subject: | |
Large a thank you for your assistance! I use "example.bmp" given with Dragon Unfortunately, I still do not arrive there ![]() I patch the landscape tiles with modifyUO: ![]() then I modified, unevenly: Quote: // Making Grass unevenly on the hole map 00 0100 0000 0000 6143 4095 002 and maptrans: Quote: // input examples: // (00) grass from dark green to light green with going up altitude 00 000 083a 083b 083c 083d 01 002 083a 083b 083c 083d 02 005 083a 083b 083c 083d 03 010 083a 083b 083c 083d 04 012 083a 083b 083c 083d 05 015 083a 083b 083c 083d 06 020 083a 083b 083c 083d 07 022 083a 083b 083c 083d 08 025 083a 083b 083c 083d 09 030 083a 083b 083c 083d 0a 032 083a 083b 083c 083d 0b 035 083a 083b 083c 083d 0c 040 083a 083b 083c 083d 0d 042 083a 083b 083c 083d 0e 045 083a 083b 083c 083d . . . . Quote: // (19) GrassBump
b7 000 083a 083b 083c 083d b8 005 083a 083b 083c 083d b9 010 083a 083b 083c 083d ba 015 083a 083b 083c 083d bb 020 083a 083b 083c 083d bc 025 083a 083b 083c 083d bd 030 083a 083b 083c 083d be 035 083a 083b 083c 083d bf 040 083a 083b 083c 083d and I obtain after the modification: ![]() |
Author: | Stormcrow [ Tue Nov 18, 2003 4:50 pm ] |
Post subject: | |
You've only got landscape tiles. The whole area has to be of the same altitude as the next tile. You need texturemaps for them to be able to wrap smoothly from one altitude to another. Basicly you have the "swamp tile effect". The other problem is that you have to make transition tiles for terrains that you want it to blend to. |
Author: | Sydius [ Tue Nov 18, 2003 5:20 pm ] |
Post subject: | |
Looks like the making of an underwater area? |
Author: | Lynxx [ Wed Nov 19, 2003 12:38 am ] |
Post subject: | |
I had plans for that long ago then realized who wants to play an underwanter race, not like they can breath air and play with the rest of the players.... lol ![]() So i droped it |
Author: | Sydius [ Wed Nov 19, 2003 2:11 am ] |
Post subject: | |
Well you could do an underwater type of setting, with buildings that are filled with air. Have special masks that allow you to go out into the ocean to hunt weird sea critters. |
Author: | Prapilk [ Wed Nov 19, 2003 6:42 am ] |
Post subject: | |
I added texture map in 083A => 083D (my landscape tiles is in 083a => 083D), i always have the same error. It does not arrive has to post me on my radar texture, and still does not arrive has to create the small bumps ![]() Could somebody it say to me step by step, how it proceeds? It is well for an underwater map:D. I created a fate of protection which will be the same one for the towns of human except for the watery race. ![]() Also anims of bubble of air etc... |
Author: | Lynxx [ Wed Nov 19, 2003 9:09 am ] |
Post subject: | |
now thats smart magical bubbles of air. |
Author: | Stormcrow [ Wed Nov 19, 2003 7:01 pm ] |
Post subject: | |
Oh look! It's bubble boy! LOL ![]() I really couldn't understand what you were asking in your last post. Find a better translator. |
Author: | Prapilk [ Thu Nov 20, 2003 1:59 am ] |
Post subject: | |
I added the landscape tiles ID 083a = > 083D. I added texture map ID 083a = > 083D. I do not see texture on the radar nor on the map in insideUO, but I correctly see the landscape and textures in the section of landscape and textures insideuo.. I always have the same problem, no small unevennesses/bumps are not created. I hope that it is comprehensible, this time ![]() Thanks for your help. |
Author: | Sydius [ Thu Nov 20, 2003 2:32 am ] |
Post subject: | |
The colors used for the radar map are stored in a different file. It?s just a list of colors. |
Author: | Prapilk [ Thu Nov 20, 2003 3:18 am ] |
Post subject: | |
Could somebody tell me the method step by step? Doesn't somebody know a shard with news landscape tiles, realized with dragon? |
Author: | Stormcrow [ Thu Nov 20, 2003 8:02 pm ] |
Post subject: | |
Ok so let me see if I get this. From inside uo if you look at the artwork for tiles and texture maps your new creation shows up properly. If you look at the map in Inside UO it does not. Yes? I'm still not positive what you've got going on there. The unevenly (that you posted)should be producing random variations of 2 height and provided you are painting with the right color according to your maptrans for grass you should be getting your new terrain with that variation. As for grassbump it is a transition script that Ryan made that gives you a cliff between 2 areas of grass of different heights. I suppose it should still work in your case but that is dependant on you have the one surrounded by the other and the heights have to be different. From looking at your screenshot it also seems to me that if what I am looking at is made from "grass" and "grassbump" that your grassbump areas are not big enough to be correctly calculated and that is why you are not getting any cliffs. You have to make them a minimum of 2x2 and even then I've found transitions are not always reliable. I hope this helps somewhat. Could probably tell you more if I knew more details. |
Author: | Lynxx [ Thu Nov 20, 2003 10:01 pm ] |
Post subject: | |
stromcrow I think his problem is that his special tile for some reason or another is not doing variations in altitude because it is a custom tile. Is there something special he needs to do so that he can just add height in his tiles? perhaps a transition is needed? |
Author: | Prapilk [ Fri Nov 21, 2003 12:57 pm ] |
Post subject: | |
By using the basic maptrans and basic the map example, i obtains: ![]() To be sure to use the good colors, i copied landscape tiles of grass from other ID 083a = > 083D, and the same thing for textures. I changed the ID in the maptrans and I obtain at the same place: ![]() The part of the map is: ![]() I would like to have these small unevennesses not to have a flat underwater world like billiards. Prapilk |
Author: | Stormcrow [ Fri Nov 21, 2003 9:09 pm ] |
Post subject: | |
Prapilk wrote: To be sure to use the good colors, i copied landscape tiles of grass from other ID 083a = > 083D, and the same thing for textures.
I changed the ID in the maptrans and I obtain at the same place: I'm not sure I understand this part. The image doesn't help either since I am not sure what else you changed to get that result instead of the first. From what you just said I would have expected to see your terrain instead of grass. Also those bumps are not being caused by the unevenly file but by the way the terrain is painted. I'm wondering which version of the Dragon executeable do you have because unevenly was not supported in the earlier versions. Did you download from uocm or Ryan or elsewhere and when? |
Author: | Prapilk [ Sat Nov 22, 2003 4:08 am ] |
Post subject: | |
I have dragon 1.03.62 beta |
Author: | Prapilk [ Sat Dec 06, 2003 11:16 am ] |
Post subject: | |
I found. You owe patch your tiledata, art.mul, texmaps.mul and texidx.mul. I advise you Mulpatcher ![]() Still thank you for your assistance. Bye |
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