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 Post subject: Three-way transitions
PostPosted: Thu Nov 20, 2003 10:01 am 
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Young
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I noticed in places on my map where 3 different terrain types come together, there is no transition piece to handle all three. For example, a road going from a grassy area to a forest, so I have dirt, grass and forest tiles all coming together at a point. So I end up with three non-transition pieces that really look out of place.

Is there a work-around any one knows of for this, or is there any way I can manually fix that? Are there any graphics for three-way transitions? I've been looking all over and I can't find any.


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 Post subject:
PostPosted: Thu Nov 20, 2003 4:17 pm 
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Peanut Gallery
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Put a big rock or a tree or something over it.

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 Post subject:
PostPosted: Thu Nov 20, 2003 8:08 pm 
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Slayer of Fools
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1: Dragon doesn't handle 3 way transitions.
2: There are no tiles in UO for 3 way transitions.

These 2 unfortunate circumstances we can do little about.
I suppose someone could make tiles for 3 way transitions and then some genius like Sydius :P could write us a program that can handle 3 way transitions but it sounds like an awful lot of work.

Anywho, bearing that in mind do your best to avoid 3 way transitions as much as possible. I know it is not completely avoidable but it can be minimized. Try to have every terrain area surrounded by something else on all sides. Try to keep at least a border of 2 grass tiles around all coastlines. Then give your map a walkthrough and find the areas that need to be fixed. Use worldforge to place something that looks more natural and then walk the map again.

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 Post subject:
PostPosted: Thu Nov 20, 2003 9:58 pm 
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Dread Pirate
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if someone will write the progarm I will make the tiles

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 Post subject:
PostPosted: Thu Nov 20, 2003 10:12 pm 
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Peanut Gallery
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Wouldn?t be hard to write the program, but transition tiles are exponential. You?d need a ghastly number of the buggers to get it to work.

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 Post subject:
PostPosted: Fri Nov 21, 2003 2:17 pm 
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Journeyman
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You can do a fairly good job of covering it up using different 2-way transitions in WorldForge. I consider it part of the final "touch-up" process after your map is automatically generated.


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 Post subject:
PostPosted: Fri Nov 21, 2003 9:01 pm 
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Slayer of Fools
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Well Syd, you don't need 3 way transitions for everything. There are some terrain types that just should not be next to each other anyway (even if UO has the transitions for them, desert to jungle what retards). Still it is a lot. Seriously though what 3 way transitions are must have? Aside from water + 2 others I can't really see any unavoidable 3 ways. When I first started it was a big complaint not having 3 ways. Since then I've altered my technique and minimized the need for 3 way transitions.

Do not try to bend the spoon......

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 Post subject:
PostPosted: Sun Nov 23, 2003 12:48 pm 
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The Defenestrator
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When I build a road and it goes from grass to forest i end the road right before the forest, and after a while continue with it again. Ofcourse, I create an environment with messy roads that where created by people occasionally walking over it. It is an option to avoid this, though the option is not good looking for every shard :)


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 Post subject:
PostPosted: Sun Nov 23, 2003 2:05 pm 
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Slayer of Fools
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That works Armada. The other technique is to have the forests surrounded by grass; that includes where the roads cut through the forests. A lot can be learned by studying the OSI map.

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