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PostPosted: Tue Jul 06, 2004 10:50 am 
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Apprentice
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Hi,

I think I've found a problem with the Mountain-->Desert transitions. Here's what it gives me :

http://sites.neeweb.com/tarsia/tarsia0014.jpg

Is there is any way to make those look a little bit better ? (This time I downloaded the lastest version from Stormcrow site http://stormcrow.ryandor.com)

Lokscander
From Tarsia

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Last edited by Lokscander on Wed Jul 07, 2004 12:11 pm, edited 1 time in total.

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PostPosted: Tue Jul 06, 2004 9:01 pm 
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Grand Master
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Your link isn't working.

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PostPosted: Wed Jul 07, 2004 12:12 pm 
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Apprentice
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Should work now.

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PostPosted: Wed Jul 14, 2004 8:10 am 
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Apprentice
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No one knows if it's a problem or not ?

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PostPosted: Wed Jul 14, 2004 11:59 am 
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Slayer of Fools
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The transitions are correct. I would daresay it's your technique. What Z mountains do you have on the edge? It looks like they are too high, making the edge transitions somewhat jagged.

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PostPosted: Wed Jul 14, 2004 1:20 pm 
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Apprentice
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I putted 5 then 10 on mountain transitions. Ill try to make them again and see what it gives.

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 Post subject: hmm
PostPosted: Fri Jul 16, 2004 12:40 pm 
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Young
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five for the transation? i think that's your problem. try 30 or more, that should work better.
btw: what z level is the desert?

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 Post subject: Re: hmm
PostPosted: Fri Jul 16, 2004 3:49 pm 
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Not your daddy
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Axe wrote:
five for the transation? i think that's your problem. try 30 or more, that should work better.
btw: what z level is the desert?


30 or more for a transition? I dont see how that will work better.

It does look like the transitions are improper. Looks like theres one tile thats wrong direction possibly. Can you maybe go to that spot with World Forge Map Edit, and post a screenshot as well?

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PostPosted: Thu Jul 22, 2004 10:07 am 
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Young
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This is an error that is technically in the art files. The tranistion tiles for that mountain to sand corner is too small. There is only a couple of pixels of mountain in it. This makes it look like there is a pure sand tile there. You can fix these with another tile piece, but I'm not sure if it's 3D compliant or not.

Dragon scripts by default use the adjacent tile set for the transitions. You will need to make the following changes to the mountain to desert transition script. sand2mountain.txt in the older ones and mountain2sand.txt in mod 11.

012A -> 07BE
012B -> 07B0
012C -> 07BD
012D -> 07BF

I have never checked to see what these tiles look like in the 3D client, but I'd be willing to bet they are not supported and you'll see lava tiles (3D client's replacement tile for unknown) instead. If you are only going to use the 2D client then this should fix your problem.

Here's a snippet to show what I'm talking about.

Quote:
// NE corner is TileA
BAAABBBB 012d -02 002
AAAABBBB 012d -02 002
BAAAABBB 012d -02 002
AAAAABBB 012d -02 002
AAAAABAB 012d -02 002
BAAABAAB 012d -02 002
BAAABBBA 012d -02 002
BAAAABBA 012d -02 002
BAAAABAA 012d -02 002
AAAABABB 012d -02 002
BAAABABB 012d -02 002
BAAABBAA 012d -02 002
BAAABBAB 012d -02 002
AAAABBAB 012d -02 002
AAAABAAB 012d -02 002
BAAABABA 012d -02 002
BAAAABAB 012d -02 002



It should be changed to read:

Quote:
// NE corner is TileA
BAAABBBB 07BF -02 002
AAAABBBB 07BF -02 002
BAAAABBB 07BF -02 002
AAAAABBB 07BF -02 002
AAAAABAB 07BF -02 002
BAAABAAB 07BF -02 002
BAAABBBA 07BF -02 002
BAAAABBA 07BF -02 002
BAAAABAA 07BF -02 002
AAAABABB 07BF -02 002
BAAABABB 07BF -02 002
BAAABBAA 07BF -02 002
BAAABBAB 07BF -02 002
AAAABBAB 07BF -02 002
AAAABAAB 07BF -02 002
BAAABABA 07BF -02 002
BAAAABAB 07BF -02 002



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PostPosted: Thu Jul 22, 2004 2:37 pm 
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Slayer of Fools
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Do note that the sand2mountain and mountain2sand files are reversed. The n/s should be as the s/n, etc. However the nw corner is tile A does not get swapped with se corner is tile A but instead with nw corner is tile B. I haven't done any further testing with this transition file, because I've pretty much lost all interest in UO, but I do check in here to help answer questions and might possibly work on projects if anything interesting comes up. I might also work more on scripts when Darus comes out with the next release, but as I have not heard from him in sometime, I am not working on anything currently.

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