Ryandor.com

Forums
It is currently Sun Jul 06, 2025 3:51 am

All times are UTC - 7 hours [ DST ]




Post new topic Reply to topic  [ 5 posts ] 
Author Message
 Post subject: A question, if I may...
PostPosted: Wed May 12, 2004 10:47 am 
Offline
Master
Master

Joined: Mon Jan 20, 2003 7:55 pm
Posts: 213
Some time ago, I asked about having actual "mountain" walls in my caves (like in Wind) and learned that, since those tiles are statics, they would go away when I covered them over with "mountain" in WF.

So, I originally just made my caves like Wind but had them over in the dungeon section and teleport tiles at my cave entrances in my "world". This was okay, and I may do that again if the following doesn't turn out like I'm imagining it.

ANYway.....I'm in the process of making "walls" that use the "mountain" look, kinda like wrapping a stone "skin" over them. I'll then build them up on the north and west sides, high enough so the 'flat' top isn't seen.

Now, finally, to my question. (sorry for the rambling) Can I set these tiles to "rock" so you'll be able to mine them?

Thanks... :)


Top
 Profile  
 
 Post subject:
PostPosted: Wed May 12, 2004 12:12 pm 
Offline
Posting Whore
Posting Whore

Joined: Fri Aug 29, 2003 6:21 pm
Posts: 1434
Location: Colorado Springs, Co.
hmm Dont see why your mountain walls would go away. If you used the same method of making the walls as caves they should be fine.

Despise also has "mountain" walls inside the dungeon which like all the other stone walls "are" mineable. I personally always liked the caves in the "Dungeon" section of the map, it makes it more realistic and allows for certain things that would not otherwise be possible if part of the same worldmap as the main map.

You dont need to "Build" up your walls btw, just "Cut" the edges off with "No Draw" tiles like you would when building a cave or "Curl" them over by making them a lower elevation on the "Black" side like in Ice dungeon. 70-90z is a long ways to go and may block or get in the way of other parts of your map.

Dev

_________________
"So...if crazy people don't know their crazy...does that mean your only sane if your know your crazy?"


Top
 Profile  
 
 Post subject:
PostPosted: Wed May 12, 2004 12:23 pm 
Offline
Not your daddy
Not your daddy

Joined: Mon Nov 18, 2002 2:18 am
Posts: 1224
Location: Oregon State
CMS wrote:
Can I set these tiles to "rock" so you'll be able to mine them?


Sure, Depending on what EMU you are using would determine how dificult it would be to add the needed code :)

_________________
Forget what you know, know what you forget.


Top
 Profile  
 
 Post subject:
PostPosted: Wed May 12, 2004 7:29 pm 
Offline
Master
Master

Joined: Mon Jan 20, 2003 7:55 pm
Posts: 213
I did like the "look" of the dungeon area caves. My reason for making wall tiles that look like mountain tiles is because I don't really care for those thin curved things that they use for cave walls by default.

But, I tried placing mountain walls at -20z but they vanished when I painted over the top of the cave with WF....or, it looked like there was a major dip in the landscape where the cave wall was below ground level. ::shrug::

Maybe I will just stick with what I did before; just put a teleport tile at the cave entrances and put my caves in the dungeon area. That way, too, it can be always dark and I can light them with torches - which is what I also did before. It makes the caves look more realistic, I think. :)

Dian - I'm using Sphere & Dragon. I've yet to try out RunUO. But, I might give it a shot, too, just out of curiosity.

Thanks for the replies, guys. :)

*runs off to paint a few caves in her dungeon area*

-CMS
*******


Top
 Profile  
 
 Post subject:
PostPosted: Wed May 12, 2004 7:45 pm 
Offline
Posting Whore
Posting Whore

Joined: Fri Aug 29, 2003 6:21 pm
Posts: 1434
Location: Colorado Springs, Co.
Yep the dungeon caves also allow you to keep monsters in/out as well as not restricting you on the dimensions of the cave by the mountain around it.

The advantages of dungeon caves far out weigh those of normal caves and they are easier to make allowing more time to be spent on the finer details of the world map. You can also "Copy/Paste" cave templates to new maps from old ones which speeds up developing of new maps (can be done with most features just watch terrain hight). This lets you flesh out the map faster and then touch up any "seams" .

Signed,
The guy who's still evil, just to tired to point it out!
Dev Viperrious

_________________
"So...if crazy people don't know their crazy...does that mean your only sane if your know your crazy?"


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 5 posts ] 

All times are UTC - 7 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group