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yew trees https://ryandor.com/forum/viewtopic.php?f=2&t=1606 |
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Author: | rage88 [ Fri Mar 12, 2004 9:13 am ] |
Post subject: | yew trees |
is there an easy way to make dragon make a yew-like forest for only a certain forest? ie use a certain color, edit a script etc. or is getting a yew like forest gonna involve some worldforging? |
Author: | Lynxx [ Fri Mar 12, 2004 11:10 am ] |
Post subject: | |
yew trees involve WF'ing i believe because they are not one solid item but five or six items that are compiled together to make the tree.... but perhaps a script could be written to automatically include all thos items *shrugs* who knows... |
Author: | Dian [ Fri Mar 12, 2004 11:34 am ] |
Post subject: | |
there is already a script to place Yew trees in Dragon, but it gets messy since the tree takes up a large area, and Dragon does not check for 'already placed items' within the same tile.. so you get overlapping trees in spots. If done right, and you dont make them too dence, it works okay, with little editing later by removing some of the mess. |
Author: | Stormcrow [ Fri Mar 12, 2004 11:34 am ] |
Post subject: | |
They can be automaticly placed but because of their size they are a nightmare, even worse than the jungle trees. My suggestion would be to have a script that places yew trees and only yew trees, and use a very low density. I have a tutorial somewhere around here about the basics of using different files in different areas for the same terrain type. The code snippet for the yew tree: Code: 0001 12b6 0000 0000 0000 0000 12b7 0000 0000 0001 -1 12b8 0000 0000 0002 -2 12b9 0000 0000 0003 -3 12ba 0000 0000 0004 -4 12bb 0000 0000 0005 -5 12bc 0000 0000 0006 -6 12bd 0000 0000 0007 -7 12be 0000 0000 -1 0001 12bf 0000 0000 0000 0000 12c0 0000 0000 0001 -1 12c1 0000 0000 0002 -2 12c2 0000 0000 0003 -3 12c3 0000 0000 0004 -4 12c4 0000 0000 0005 -5 12c5 0000 0000 0006 -6 12c6 0000 0000 0007 -7 12c7 0000 0000 0008 -8
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Author: | rage88 [ Fri Mar 12, 2004 7:56 pm ] |
Post subject: | |
whats that script or how do i use that code? confusion... |
Author: | Dian [ Sat Mar 13, 2004 1:52 am ] |
Post subject: | |
In your Dragon/Scripts/Items folder, open the file forest.txt The top item placement code there should be the Yew tree. It is commented out by default. If you want to play with it, take out the // infront of it. *not the //Yew-Tree the // that are before the next line, with the code #'s |
Author: | Dev Viperrious [ Sat Mar 13, 2004 7:24 pm ] |
Post subject: | an idea |
You might be able to thin it out by adding "no draw" tiles around the Yew trees in the scripts with maybe 2 or 3 random shapes, this would prevent any items being placed within a given distance of the tree. Might be able to make "patches" of blank areas in the forest scripts to allow for house placement areas as well. Dev |
Author: | rage88 [ Sat Mar 13, 2004 10:12 pm ] |
Post subject: | |
that no draw tile idea sounds promising, how would i go about doing that? as for open areas, i just use grass tiles... i think thats what osi does, right? on a side note, my jungle tress have no leaves, why? |
Author: | Dev Viperrious [ Sun Mar 14, 2004 8:59 am ] |
Post subject: | depends |
If you look at some of the massive statics that OSI has done you will see maybe a patch or two of grass but the rest are no draws (prevents blocky grass areas from appearing on the map). For house clearings you can do the no draw which would leave you a forest floor, jungle or whatever terrain you were placing it in type of opening. If you use grass tiles I highly recommend that you "Stamp" those into the terrain with Photoshop while making the map. I myself prefer to raise or lower the grass areas in different terrains to "Define" them because I hate bland old flat maps. In a jungle area I drop the grass areas 2z while in swamp areas I raise it 2-5z so it makes sense somewhat, not to mention I think it looks so much better. To do the no draws for the Yew tree you would need to script them along with the placement of the tree itself, this can be done a lot easier if you plot it out on graph paper for large multi part items. Turn the paper 45% and you will see the diamonds as you will see them in game. As you go up the rows you will need to account for the hight adjustments 1,2,3, and any offsets but other than those its not very hard once you get the hang of it. (Look at the fallen log scripts to get an idea of the hight adjustments) Dev |
Author: | Armada [ Sun Mar 14, 2004 10:24 am ] |
Post subject: | |
I dont think dragon bothers if there's an object placed there. It overlaps objects bigger then 1 tile with other objects. |
Author: | rage88 [ Sun Mar 14, 2004 5:39 pm ] |
Post subject: | |
this is getting complicated, anyone want to hop on the map dev team for my shard? its starting to get over my head. map looks really nice so far, its just those little details like the yew trees that are hanging me up |
Author: | Dian [ Mon Mar 15, 2004 12:58 am ] |
Post subject: | |
you know, you could make one yew tree, export it to a file, and just import the tree throughout the area you want it. It would give you full controll over where they are, and how they are placed. Especially since the Yew trees look best when spread out just right.. not just splattered around at random. |
Author: | Dev Viperrious [ Mon Mar 15, 2004 10:05 pm ] |
Post subject: | Or... |
*yeah I know!* You could just turn the statics into a Deed and place them by hand later and then Freeze them ![]() Signed, That Evil Bastard! Dev Viperrious |
Author: | Armada [ Tue Mar 16, 2004 12:37 am ] |
Post subject: | |
Dev, don't think you can freeze multi's. |
Author: | Dian [ Tue Mar 16, 2004 2:54 am ] |
Post subject: | |
It wouldnt be a multi, It would be a deed that would place the tree ( all the items ) just like it would any other item from a deed.. Not like a house.. That may or may not work though, I had trouble doing somthing similar to that method, and when I froze the items, It only froze half the Yew tree. Still uncertain why that happened.. It was long time ago, when RunUO was in beta 10 ~ish.. was probly just a fluke thing for that erra. |
Author: | Dev Viperrious [ Tue Mar 16, 2004 6:28 pm ] |
Post subject: | yep |
You can freeze anything actually, just need to make sure that all the movable stuff for houses is removed, like doors. The tree's should work as long as their are type 255. Of course it depends on which programs your using also. Dev |
Author: | Dian [ Wed Mar 17, 2004 2:57 am ] |
Post subject: | |
You can not freeze a 'Multi' item such as a house, placed from a deed that is in the multi.mul file already.. its already frozen in its own way.. but I know what you are meaning. |
Author: | Armada [ Wed Mar 17, 2004 7:46 am ] |
Post subject: | |
Ooh. I thought with deed you meant the deeded multi's :> |
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