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Extending the shallow water around the coastline. https://ryandor.com/forum/viewtopic.php?f=2&t=1467 |
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Author: | Duo [ Sat Jan 31, 2004 2:42 am ] |
Post subject: | Extending the shallow water around the coastline. |
As I'm sure you know... lower end fishing is defined to take place in shallow water (i.e. water statics over those brown tiles.) Now, this leads to a problem, currently, dragon only gives about 1 tile of water away from the coast line as this "shallow" water. The rest of the water is normal, and will not wield fishing gains until you've reached 65 fishing. Thus I pose this question. Is there any simple way to edit the dragon scripts to extend this shallow water say... 4 tiles into the water? Thank you in advance for you time and concern, as I'm sure you are all quite busy with maps and problems of your own. Again, thank you. |
Author: | Lynxx [ Sat Jan 31, 2004 3:59 pm ] |
Post subject: | |
this is a great point....but ive never dealt with it hmmm, what defines the tile as shallow? Can it be done via WF by changine the alt maybe? |
Author: | Duo [ Sat Jan 31, 2004 8:21 pm ] |
Post subject: | |
Shallow water is composed of statics, rather then tiles. And there is a layer of brown under these water statics at -15 If you take a look at the osi map in worldforge, you'll see what I mean. You can add the brown tiles at -15 and then add the static water your self... but I would imagine that that would have to be one of the most annoying and time consuming things I could do :/ |
Author: | Lynxx [ Sun Feb 01, 2004 3:48 pm ] |
Post subject: | |
aye ok i know of the brown tiles, but unfortuantly I donnot know a quicker way with this...coastlines generally suck to make. |
Author: | Duo [ Sun Feb 01, 2004 11:16 pm ] |
Post subject: | |
Right, that was my point of this post, trying to make these coast lines easier for everyone ![]() I suppose I'll have to learn how the transition files are scripted and fix it myself... and just tell the item files that wherever there is a brown tile, stick a water tile over it. :/ Lot easier to say then do I'd wager. |
Author: | Stormcrow [ Mon Feb 02, 2004 10:43 am ] |
Post subject: | |
I have something I was working on for mod10 but decided to toss, partially because it didn't really improve the coastlines overall and partially because you are the first person that has expressed interest in the other part of the equation. It is somewhat doable by replacing the water terrain group with "bedrock" and then surrounding all your landmass with it for about 8 tiles (OSI average). A new group is made for deep water which then surrounds that. The problem is it requires a major change to how people make maps in general. It also makes a lot of changes to the scripts. I haven't had a chance to discuss it with Ry. I also didn't think there was enough interest in it to make such a major change. |
Author: | Lynxx [ Mon Feb 02, 2004 11:28 am ] |
Post subject: | |
Well one thiong on alot of map makers minds is making uo mapping as realistic as possible..This is the reason I am working on realistic trees etc...some real looking coasts and beaches would be nice. |
Author: | Armada [ Mon Feb 02, 2004 12:31 pm ] |
Post subject: | |
As a last solution you might try to rescript it somehow, by checking the distances |
Author: | Duo [ Mon Feb 02, 2004 5:17 pm ] |
Post subject: | |
If this "bedrock" were made... the only real differance with how a map would be made would be you would select all land masses with the magic wand... expand the selection by 8 then fill in with that color ![]() But I do see your side of it as well, I'm well aware that you fellas have limited colors to work with, and you want to use the tiles that are needed most. |
Author: | Stormcrow [ Mon Feb 02, 2004 6:29 pm ] |
Post subject: | |
Duo wrote: If this "bedrock" were made... the only real differance with how a map would be made would be you would select all land masses with the magic want... expand the selection by 8 then fill in with that color
![]() But I do see your side of it as well, I'm well aware that you fella's have limited colors to work with, and you want to use the tiles that are needed most. Yeah, that is basicly the technique. DragonSP will freeze whatever you input, but it isn't a problem to get Dragon to put the tiles above it at Z -5. Where it gets sticky is when people want waterfalls and higher elevation rivers. Otherwise it is only 1 extra swatch. |
Author: | Duo [ Tue Feb 03, 2004 4:50 am ] |
Post subject: | |
As far as I can tell, with RunUO at least, it looks for the static, more then the land under it. I'd prefer to have both just to be sure frankly. |
Author: | Stormcrow [ Tue Feb 03, 2004 2:16 pm ] |
Post subject: | |
The thing is I need to completely change the water scripts. There is no using this and the old style because the current water group needs to be moved out to another group or the statics won't be generated properly. It really isn't such a big hassle in practice I guess. It's just that it needs more tutorials. It also will generate a lot of confusion for noobs who download bitmaps from people who share them. There isn't any way to auto convert by script like Ry usually does when he releases a new mod. It isn't hard to do it by hand, like you said above, it's just an extra step. Considering Ry had intended to totally revamp the color table by moving stuff all over (previous mods have just added or made small changes) which actually makes a nightmare out of the conversion or old map to new format, this might just be the right mod to make such a change. How many other people are interested in this? |
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