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PostPosted: Mon May 17, 2004 8:46 pm 
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Young
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hello, this is my very first message to the boards, but i'm keeping an eye on 'em for some time. i have a 'lil problem with Mod11.

Either I use grass 0 or grassbump 0 dragon generates N and W water transitions shitty. (maybe W is ok somehow but N is not acceptable)

NW transitions:
Image

Other directions:
Image

If anyone knows how to correct this please tell me how to do so.


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PostPosted: Mon May 17, 2004 11:58 pm 
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Slayer of Fools
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It's W and N actually. This is a problem that has plagued us since the very beginning. There isn't any way around it right now. I have tryed a lot of different methods to correct it and none of them work.

What you can do to fix it, is go into Worldforge and alter the tiles next to the W and N coasts to be a random 1-3 tiles lower. NW corners need to be even lower, about 5-7.

I have a new idea to test out, but it's still going to be labor-intensive because on the bitmap it is not the coastal grass tile, but the one next to it that must be modified. There isn't any way this can be done on the transition but I've been finding creative uses for the unevenly file lately.

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PostPosted: Tue May 18, 2004 12:52 am 
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Slayer of Fools
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Well I tryed playing with the unevenly file. It made it look better in some instances, but the results were generally unsatisfactory. Not to mention it caused some other things to look bad. Especially whereas the SE coasts I had to make lower so that the corner static was not covered, of course it makes the land look worse, and to make it any lower amplifys that.

I've really done all I can with coastal scripts. It's possible Darus may be able to add some new functionality that will allow us greater control but it is not an easy task. The root are flaws in the top-down isometric view the client uses. Water statics in particular. If you look at the OSI map, you'll see that some transitions take place on the coast (N and W), and some are 1 tile out (S and E). A lot of the NW transitions are not even the proper transition, but a full tile of water, because the bulk of the tile is hidden. Compounding this problem is that there is no distinct transition for going between the 2 styles of placement.

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PostPosted: Tue May 18, 2004 1:14 am 
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Slayer of Fools
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Now here is an area similar to yours, along with the area in Worldforge both before and after I make some tweaks, and then the final product.

Image

Image

Image

Image

As you can see it is slightly better. I only did this very quickly and my technique still needs work. With a little extra care you can produce better results.

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PostPosted: Tue May 18, 2004 4:31 am 
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Young
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thank you stormcrow. i was thinking about worldforging that shores but i wanted to be sure thats it's the easiest option.

in this case i need to finalize all the land mass i guess, after worldforging the mul i'll not be able to use dragon again i think.


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PostPosted: Tue May 18, 2004 8:12 pm 
Just use the new worldforge from punt, with isometric client view - www.orbsydia.com


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PostPosted: Wed May 19, 2004 4:31 am 
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Young
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thank you lobo,
i saw that tool, it was great so i decided to make a map :)


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PostPosted: Wed May 19, 2004 10:33 am 
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Oh, I haven't kept up on it. I downloaded the latest version and it has moved far ahead fast. In some ways it is a step backwards (getting around, especially niceitys like the worldmap and the cave entrance maker...the interface is clunky, etc) but as I've said on Orbsydia's forums; I'd give my left nut to be able to edit the map in realtime, and my right to be able to edit the statics as well. This is a great program and being able to see the changes to the map as they would look in the client as you make them is invaluable for this kind of work.

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PostPosted: Thu Jun 10, 2004 3:49 pm 
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Journeyman
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yeah... Im looking forwardsto UOLS (UO Landscaper) cant wait until the end of summer when there might be some things happening with it :)

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PostPosted: Thu Jun 10, 2004 5:21 pm 
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Dread Pirate
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UOL is gunna rock with the potential to "paint" a map like an age of empires 2 or civilization map

-removed-

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PostPosted: Thu Jun 10, 2004 6:16 pm 
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Grand Master
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That's not a very nice thing to say, considering that if Darus never wrote Dragon we'd all be using the old version of Worldforge and doing all this work manually for the past few years. :evil:

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PostPosted: Thu Jun 10, 2004 8:42 pm 
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i still love dragon, and your right if it wasnt made we would be in the stone age of map making but this tool has the potential to make it super outdated

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