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 Post subject: Oh man how do I
PostPosted: Mon Aug 09, 2004 8:18 am 
Hi all

I have been working on a cave and had some trouble. I did searchs and found what my trouble was but now I have a new problem. Im running MOD9+ and have moved over the cave2water.txt and did some minor changes to the unevenly.txt and betweentran.txt. here is my problem, if I use the cave2water in a cave the edges look terriable, there all blocky so I decided to try something, in the ../script/item directory the are 3 cave files.. cave.txt, cavenew.txt and cavenewdeco.txt. SO i thought hmmm ill try the cave.txt. I commented out the cavenew.txt and the cavenewdeco.txt from the items.txt script and added the cave.txt, compiled the map and WOW! I love the caves now, red stalagmites, carts, ore and hay :) now thats a cave and as a perk the transions from cavefloor to water where GREAT! problem fixed (mind you this has all been done in the dungeon section of the map. but now I want one under a mountain and here I got stopped, I drew the cave, made the entrance compiled it made sure I had all the right things checked in DragonSP. All was perfect, went ingame and set the tiles so you can walk into the cave from the outside, now to cover the cave :) Doh! no go everytime I coved it, it removed the floor, ONLY the floor of the cave, I still had the walls and stalagmites. Just no floor, so I thought, hmm maybe I should go back to the cavenew.txt and te cavenewdeco.txt and see what (if anything) happens. so I reedit the items.txt and removed the cave.txt and put back the old cavenew and cavenewdeco files, compiled it, used worldforge and made the entrance and coved it......... worked great (had some miner flaws but fixable). here is my question how can I use the cave.txt file and still get cave in mountains?


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 Post subject:
PostPosted: Mon Aug 09, 2004 3:13 pm 
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Dread Pirate
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this mixes with the altittude problem because dragon uses a BMP that has tiles and alt in one img you cant draw in a cave where you want it and then put a roof of mountains over top....so until now we have resorted to having them on the side and just teleporting people to them...

well its not out yet but ORb's tool UOLandscaper will allow you to just that..build a cave under a mountain like you want it...unfortunatly its not out yet, but ti will be soon

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 Post subject:
PostPosted: Mon Aug 09, 2004 3:20 pm 
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Slayer of Fools
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I wouldn't hold my breath for UOL....

I think you missed a step in the tutorial. If you are going to do caves under mountains, you have to cover the mountains back in with Worldforge OR you run 2 compiles of your map, first without the caves. Save all the output. Then you run it with the caves, but you discard the map, and you merge the new cave statics (and only the cave statics) into your exisiting statics.

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 Post subject:
PostPosted: Mon Aug 09, 2004 5:20 pm 
not sure about missing a step. I can get a cave (covered and all) if I use the cavenew.txt and the cavenewdeco.txt to compile the map, the use WF65 to top off the mountain. But if I remove those file from the items.txt and uncomment the cave.txt and use that instead of the other 2 I cant cover the cave. I get the black and I get the walls but all the floor tiles are overwritten, only the floor tiles. the stilagmights are all there(even in the black floor area. Strom? can you think of ANY reason (nomatter how remote) that may cause this. Like I said I can build a cave np (covered as well) but if I use the cave.txt instead of the cavenew, cavenewdeco files I can't cover it.


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 Post subject:
PostPosted: Fri Aug 13, 2004 11:36 am 
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Young
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For smaller caves, I always just make the entrance in dragon, and place all the static tiles for the cave manually. Then just freeze them with my other statics. That way I don't have to mess with worldforge or uo world copy every time I rebuild my map. If I have to make a huge cave I just do it dungeon style.

My map build process goes like this: bmp -> dragon -> uowc patches -> freeze statics -> finished map. Though I haven't gotten to the point of doing any customizations with world forge, so I get to skip the uowc part for now. I may change how I do this once I get there, but I haven't really kept up-to-date on all the latest tools and such.


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 Post subject:
PostPosted: Fri Aug 13, 2004 12:45 pm 
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Not your daddy
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Warloxx wrote:
But if I remove those file from the items.txt and uncomment the cave.txt and use that instead of the other 2 I cant cover the cave. I get the black and I get the walls but all the floor tiles are overwritten, only the floor tiles.


Just off the top of my head I am thinking you cant cover it because that method is using Map Tiles for cave floor tiles, instead of static items. So yeah, when you try to cover your cave floor with mountain to finish it off, the cave floors are now Mountain (rock) tiles.

Thats just what I am assuming without looking into any scripts you have mentioned.

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 Post subject:
PostPosted: Fri Aug 13, 2004 4:13 pm 
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Slayer of Fools
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Yeah, what Dian said was what I was thinking.
When Ry made those scripts for static caves, he used a different technique than what you would use on caves in the dungeon side of the map. One of those items scripts makes the static floor tiles. I forget which one. It'll be the one with the 1000 weight to place and only a few lines of code (maybe even 1) with floortiles.

Another thing of note is that if you have both kinds of cave areas in your map, you don't want them both in the same compile. Otherwise you will get redundant static floor tiles over your maptile caves.

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 Post subject:
PostPosted: Sat Aug 14, 2004 1:46 am 
Yea I figured that was the trouble ;) but I was wondering if I can use both types? You know cave.txt in say the Dungeon area of the map and maybe the cavenew and cavenewdeco in the main/map area? I think there is away to tell it to only run certain scripts only on certian areas of the map. right? Like X Y / X Y or something like that, kinda like UOCopy.


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 Post subject:
PostPosted: Sat Aug 14, 2004 9:51 am 
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Slayer of Fools
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Right, if you go to items.txt, you can alter the bounding box params. Just make sure you never use the same scriptname twice. See my tutorial at: http://www.ryandor.com/forum/viewtopic.php?t=1115 for more info about that.

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