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 Post subject: Statics and Colors
PostPosted: Tue Feb 17, 2004 10:28 pm 
To attempt at making unique forests, I went and edited my items.txt into a number of different rectangles and set it up to use multiple (template?) files. When I run dragon, it will accept the files that use the base colors, but those with a specified color hex cause errors.

An example of the template is:

//Hardwood
//Tree (Light Brown) + green leaves
0001 0ccd 0000 028B 0000 0000 0cce 0000 0000 0000 0000

//Tree (Light brown) + green leaves
0001 0cd0 0000 028B 0000 0000 0cd1 0000 0000 0000 0000


When I run Dragon, it says that the color hex is unknown. Is there a problem with Dragon that you cant actually use the color field, am I supposed to be using decimal (though the file says to use hex), or something else is the matter?

-Celephais


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 Post subject:
PostPosted: Tue Feb 17, 2004 11:49 pm 
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Hmmmm....it all looks correct. I've never actually tryed to use different colored statics. Are you sure the color is valid for UO? That's the only thing I can think of. I know I'm not giving much help but I am interested in your problem; I was thinking of adding some new scripts with colored items myself. Please keep us posted on your progress with this. I would do some tests, but I am up to my eyeballs in transition tables.

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 Post subject:
PostPosted: Wed Feb 18, 2004 2:33 am 
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Joined: Mon Jan 12, 2004 2:20 am
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I actually did an underworld on the shard I am working on, which has cave walls, with cobblestone floor, and a transition I did especially for it which was cavefloor2cobblestone. In order to do that though I had to directly patch the tiledata and something else... I forget now, anyway I hued the tiles a green color, but I did that by exporting the images into photoshop (I also created the transition this way) and changing the hue then resaving them and patching them. I then created scripts in dragon to place them according to a specific color ID. In effect gaining a new terrain type and a new color to place it with in Dragon. (Maybe I should write a tutorial for this sometime?), but I guess what I'm trying to get at is your colors would work regardless if you edit them and patch them.

It sounds daunting I know, but doesn't really take long, and is very rewarding. Heck my shard has a HUGE underworld for people to go to when they die, which opens up the possibilities for all kinds of new quests, etc... and makes my shard very unique. Then again, people are more than welcome to use this idea on their own shards. I wouldn't be offended, in fact I'd be flattered. :lol:

I'll probably release some patches to implement the custom tiles and statics I've done. But at the moment I really need to get this website converted to php. :shock:

It's insanely taxing on my brain.

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 Post subject:
PostPosted: Wed Feb 18, 2004 5:54 am 
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Im interested in changing the UO's dungoens to a certain extend. UO was never big with dungeon rooms, and everything just connected to each other without using much doors. I'd like a dungeons dungeons to be more focussed on that. I'd be interested in a tutorial of this. It just gives me lots more ideas knowing this is somehow possible o.o;


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 Post subject:
PostPosted: Wed Feb 18, 2004 11:47 am 
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Cause too many doors are a pain in the ass Armada ;)

Nazgel that sounds like a hell of a lot of work, not to mention more burden on an already burdened limited colortable. I'm always looking for ways to do new things with scripts instead of making a new terrain group for them. Most of the suggestions people come out with for new terrain groups really just need an alternate item script and a bit of planning with your items.txt. If what Celephais is trying to do can be done, it would meet those goals.

As for the Underworld, I like it, but then my first mmorpg (well yes, 100 players on a server at that time was mass) was Meridian59. When you died you went to......THE UNDERWORLD. It was a neat little place. There were doors back to the towns. There was a puzzle for a hidden mana node (you linked to mana nodes to raise your mana pool, a serious wizard needed to find and link to all of them). When you died, there was a bloodcurdling scream, your screen turned red, and then POOF, you were in the underworld. Ahhh the memorys.

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 Post subject: Color Issue
PostPosted: Wed Feb 18, 2004 6:16 pm 
Well, I went through all my templates and changed the hex values of the colors to the decimal versions and I didn't run into any Dragon errors. Loading the map, some of the colors are the ones like those I had expected, but a few are off. Ill have to grab a copy of the original UO hues and see if the colors that didnt generate actually have a reason to being black with speckled neon highlights (as if I needed the extra hassel.)

So, for those interested in trying to use the color portion of your templates, use the normal decimal value, not HEX like it asks (as Dragon will break every time it sees a letter in the color section, usually giving the error message "076e is not a valid interger" or whatever hex color you used). Ill post again later if the color errors actually have to do with differences between my hues and OSI's.

-Celephais


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 Post subject:
PostPosted: Wed Feb 18, 2004 7:29 pm 
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Doh! That's 2 flaws now that we know of then (other is in the fix table).

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 Post subject:
PostPosted: Wed Feb 18, 2004 9:30 pm 
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Wait... I'm not sure I understand what you're saying. Let me get this straight here.

Your able to change the hues in dragon?!!!

Why wasn't I aware of this? It would have saved me so much time. :shock:

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 Post subject:
PostPosted: Wed Feb 18, 2004 9:40 pm 
Well, after using my old hues and doing a little changing I got it to run successfully with all my colors. Why certain ones failed where others succeeded I cant be sure, but some of the colors used aren't in OSI's hues (though there is no evidence that seems to say that OSI hues have anything to do with it as certain colors part of OSI's hues failed where some succeeded and others that were part of my normal hues succeeded and failed.)

And yes, when you design a template for anything there is a space set aside for color:

Itemgroup = [Item(hex)] [ZLevel(dec)] [Color(hex)] [Xmovement(dec)] [Ymovement(dec)]

I was a little weary to attempt what you did, so Im glad I managed to fix everything. Thanks for the comments though.

-Celephais


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 Post subject:
PostPosted: Wed Feb 18, 2004 9:45 pm 
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Hey awesome! Thanks again for keeping us posted. I may actually have to make some new snazzy colored scripts AFTER Mod10 is done.
Nazgel I feel your pain bro. I started doing some long convoluted work around for the water statics and shallow/deep water script issues, only to find that there was a better and easier way. I wasted an ENTIRE 3 day weekend on it.

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 Post subject:
PostPosted: Thu Feb 19, 2004 9:59 am 
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*Smacks self repeatedly in face until it resembles something not quite unlike hamburger.*

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