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PostPosted: Sun Jun 20, 2004 8:11 pm 
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Apprentice
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Joined: Wed May 19, 2004 2:22 pm
Posts: 21
Hi,

I have a question about mod 9 caves to black transition.

Here's the kind of transition I want to do :

http://sites.neeweb.com/tarsia/mine2.jpg

And here's the transition I have now :

http://sites.neeweb.com/tarsia/tarsia0011.jpg

How can I change my Dragon scripts to do the transition same as up there ?

Thanks,
Lokscander

P.S. : Sorry for all the decoration in the first screen shot, it comes from another UO shard. :?

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PostPosted: Wed Jun 23, 2004 5:57 pm 
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Apprentice
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Joined: Wed May 19, 2004 2:22 pm
Posts: 21
No one can help me out ?

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PostPosted: Wed Jun 23, 2004 10:18 pm 
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Dread Pirate
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Joined: Sun Oct 12, 2003 11:28 pm
Posts: 759
Location: Denver, CO
yes plenty can, i for one don't know, be patient one of the older wiser guys will answer your question..

sadly out of all the things i have done i have never messed with caves, sad huh? :P

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PostPosted: Wed Jun 23, 2004 11:38 pm 
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Not your daddy
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Joined: Mon Nov 18, 2002 2:18 am
Posts: 1224
Location: Oregon State
without actually testing, try once removing the file:
Dragon/scripts/statics/CaveLow2Black.txt

that is the file that is telling dragon where to place the cave walls that you are not wanting.. Or, possibly, when you run DragonSP.exe and you select all the index files listed for it to read, unhighlight that one, that should also do what you are after.

If that doesnt work, post your reply and I can do some actual hands on testing for you. I have removed those as well, but atm, I cant remember if I had done anything other than what I just mentioned.

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PostPosted: Thu Jun 24, 2004 5:20 pm 
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Apprentice
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Joined: Wed May 19, 2004 2:22 pm
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If I remove the CaveLow2Black.txt file, it does straight corners and borders. What I want is to remplace the Walls by the random corners and borders....

I think that all I need to do is to change the ID of the items in the CaveLow2Black... I'll try that to see.

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PostPosted: Thu Jun 24, 2004 6:03 pm 
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Apprentice
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Joined: Wed May 19, 2004 2:22 pm
Posts: 21
That's what it gives me If I change the IDs in CaveLow2Black.scp and If I don't use Black2CaveWalls.scp in DragonSP.

http://sites.neeweb.com/tarsia/tarsia0013.jpg

The almost Right tiles are there... but there's some in more that I dont need. There's also the Corners that doesn't work well.

Here's my CaveLow2Black file

Code:
//cavelow2black
// N TileA S TileB
AAAABBBA 0541 0542 0543 000 000
AAAAABBA 0541 0542 0543 000 000
AAAABBAA 0541 0542 0543 000 000
AAAAABAA 0541 0542 0543 000 000
AAAABABA 0541 0542 0543 000 000

// W TileA E TileB
AABBBAAA 0544 0546 0547 000 000
AAABBAAA 0544 0546 0547 000 000
AABBAAAA 0544 0546 0547 000 000
AAABAAAA 0544 0546 0547 000 000
AABABAAA 0544 0546 0547 000 000

// E TileA W TileB
BAAAAABB 054a 054b 054c 000 000
BAAAAAAB 054a 054b 054c 000 000
AAAAAABB 054a 054b 054c 000 000
AAAAAAAB 054a 054b 054c 000 000
BAAAAABA 054a 054b 054c 000 000

// S TileA N TileB
BBBAAAAA 054d 054e 054f 000 000
ABBAAAAA 054d 054e 054f 000 000
BBAAAAAA 054d 054e 054f 000 000
ABAAAAAA 054d 054e 054f 000 000
BABAAAAA 054d 054e 054f 000 000

// NW Corner is TileB
BAAAAAAA 0549  -1  -1
AAABABBA 0549  -1  -1

// NW corner is TileA
AABBBBBA 0540 000 000
AAABBBBA 0540 000 000
AABBBBAA 0540 000 000
AAABBBAA 0540 000 000

// SE corner is TileA
BBBAAABB 0549 000 000
BBAAAABB 0549 000 000
BBBAAAAB 0549 000 000
BBAAAAAB 0549 000 000

// SW corner is TileB
BBBBBAAA 054d 054e 054f 000 000

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PostPosted: Fri Jun 25, 2004 1:38 am 
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Not your daddy
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Joined: Mon Nov 18, 2002 2:18 am
Posts: 1224
Location: Oregon State
Problem with Mod9 is it places both Map and Static tiles for cave floor, and edges. I will dig into my stuff and see what I find, and get back to you shortly.

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