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caves https://ryandor.com/forum/viewtopic.php?f=2&t=1638 |
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Author: | rage88 [ Sun Mar 21, 2004 10:49 pm ] |
Post subject: | caves |
almost forgot caves in photoshop... the colors for caves are diff in the mod 9 that i'm using than they are in the cave tutorial which refers to mod 8, how do i make caves with mod 9+? |
Author: | Dian [ Mon Mar 22, 2004 5:03 am ] |
Post subject: | |
If you search you wil find many different posts to this,,, My method is to make a copy .bmp of my map, one has the original map, the other has the caves drawn out. Go into the world after Dragon makes the caves you drew.. and melt/export them to a .wsc file, then re-import them back into your main statics files. Might seem compilicated, or dificult, but its actually very easy |
Author: | rage88 [ Mon Mar 22, 2004 7:16 pm ] |
Post subject: | |
why would you export them only to import them again? also, i did a search and nothing answers my question exactly. allow me to be more specific. first off, i'm refering to this tutorial: http://www.ryandor.com/files/caveentrances2.pdf in that tutorial, the colors for caves are shades of tan (as in mod ![]() i'm using mod 9, the caves are shades of pink/purple. also, in mod 9, there are two different sets of 3 colors for cave entrances; the brown shades and the teal shades. my assumption is that i use the new colors for the cave floor (the pinks/purple) and still outline it in black. my question is which cave entrance colors do i use, and whats the other one for? also while i'm at it, what exactly is dragon doing? i'm guessing that dragon is making random mountain over the caves and SP is adding the floor tiles? |
Author: | Dev Viperrious [ Mon Mar 22, 2004 10:30 pm ] |
Post subject: | |
Dian has a nifty idea to simplify it. Normally you would actually draw the caves "IN" the mountain range where they would be at then surround them by at least 2 rows of black (same as around the dungeons) place the cave entrance but no path from the cave to the entrance. Compile the map with SP/Dragon then go in with Worldforge and retile the "roof" of the mountain so the cave dont show through.....then go into the game as a GM/Admin and lay tiles from the cave to the entrance (thus those ugly corners around the entrances all the time). Way to long and drawn out. Dian's method is actually much faster not to mention you can save them as templates for future worldbuilds ![]() Myself I cheat and place the caves in the dungeon area and put teleporters at the cave entrances, not because I'm lazy but I hate the fact that someone can see miners names inside the caves from a screen away and vise versa, not much fun. It also keeps critters spawns out and or in. Signed, That Evil Bastard! Dev Viperrious |
Author: | rage88 [ Tue Mar 23, 2004 6:51 am ] |
Post subject: | |
so let me get this straight... i make two maps, one with the caves, one without. i go into worldforge, extract just the caves to items.wsc. i then open up my map without the caves and melt the items file into in, and bam, caves. what should i do about the cave entrances though, should they be on both? and which cave entrance colors should i use, or should i just be using WF entirely for that? |
Author: | Dian [ Tue Mar 23, 2004 3:45 pm ] |
Post subject: | |
Yeah, basicly create a copy of your finished map.. then on the copy, draw your caves... generate your map with the caves and melt the cave floors out, after they are in the items.wsc file, freeze them into the real map.. ( with the right scripts you can import the items in game, and edit them a bit first, before freezing ) The cave entrances usually always need the finishing tile toutches with World Forge map editor. |
Author: | rage88 [ Tue Mar 23, 2004 9:18 pm ] |
Post subject: | |
i never did manage to get an items.wsc file for worldforge... tried creating a blank text document, didn't work for some reason. anyone got a blank one they could send me? |
Author: | Dian [ Wed Mar 24, 2004 2:43 am ] |
Post subject: | |
thats exactly how you make one.. a blank text document, and rename it to *.wsc It does not have to be named "Item" it can be any name, like.. MageShop.wsc or BritBank.wsc So long as the path for the *items.wsc* file in dragon matches the *.wsc file you have, or are wanting it to read. Items.wsc is just a generic universal name for the file format WF uses to read the 'Items' |
Author: | Xuri [ Wed Mar 24, 2004 4:30 am ] |
Post subject: | |
Quote: Items.wsc is just a generic universal name for the file format WF uses to read the 'Items'
Actually, items.wsc is the items-worldfile in UOX3 of old ![]() |
Author: | rage88 [ Wed Mar 24, 2004 9:02 am ] |
Post subject: | |
i know what the file is... i just can't get worldforge to go green when i type in the path to the file i made also, should the cave entrances be drawn on both? or just the one with the caves? of course refering to your method dian. |
Author: | Dian [ Wed Mar 24, 2004 12:59 pm ] |
Post subject: | |
It really doesnt matter if you have the entrance on both. But if its a copy of your map, you probly already have the entrance on both. Its at least a good reference to making sure you have the cave floors in the exact spot you want them.. But since you are only using the static items (cave floor) from the copied map.. its no matter ![]() |
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