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PostPosted: Thu Sep 02, 2004 4:38 am 
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Newb
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Joined: Fri Jul 26, 2002 7:56 am
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Location: Germany
I am just testing a tool which is similar to WinDragon. But it has a big advantage. Here you are working with a extra bmp altitude map. so you are not in need to take care about the colors depending on the z axis. means together with a layer based graphic program, you can easy make hills without pay attetion on roads leading up and down this hill.

can u imagine what i mean?

How did you guys handle this z-axis problem in example with a dirt road leading up a hill with WinDragon ?!??!!?

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PostPosted: Thu Sep 02, 2004 9:55 pm 
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I completely think that is a better way of doing it. Two BMPs one for altitude one for terrain type. What is the name of this program?

Usually you need to alter the height of the road to match the surrounding terrain.


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PostPosted: Fri Sep 03, 2004 11:28 am 
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Slayer of Fools
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I thought you had a hand in writing the original Dragon AwA :shock:
With Dragon you have to keep changing colors as you draw up the hill, and it's the pain in the ass that you would imagine it to be.

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PostPosted: Sat Sep 04, 2004 8:28 am 
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the tool works similiar to tsmc, but the scripts are incompletet, cause nacor does not want to do all the boring scripting and the tool's programmer does neither.

you can get it here:
http://www.uodev.de/viewtopic.php?t=1925
http://www.uodev.de/dload.php?action=file&file_id=240

the readme is german, so use some translator and have fun ;)


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PostPosted: Fri Oct 08, 2004 10:21 am 
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Location: Hayward, CA
That?s the primary issue with my tools as well. I?m too lazy to finish the scripts.

At first, TSMC (then called TBC) was just a tool that Ryandor had me make for him. He never used it, as far as I know, and didn?t say anything about it either.

A year or so passed and then I got ambitious and rewrote TBC into TSMC. This version was a console version like the current one, but it did a lot more a lot better.

After that, version 2 was released which had a fun little windows GUI. It did practically the same thing, however.

I don?t remember much about version 3? I think it did a little more is all.

Then there was what was going to be the end-all to map-making, version 4. I had created the most advanced GUI yet ? it was indeed very classy and professional to say the least. Jam-packed with ability and speed with an assembly core and more features than Dragon. This one never saw the light of day, though, since my hard drive crashed.

In the end, version 4 is what you see today ? a quick hack that I wrote very quickly from scratch to please those who still wanted to use it.

Next in my plans was (or is, depending) ?Ultima Genesis? ? basically what version 4 was supposed to be. So far, I haven?t had the motivation to write it.

I pissed a lot of people off with my attitude towards TSMC/Dragon many months ago and basically gave up on it and UO for a while.

Started a shard for a few months, had one devoted player (and only one besides myself), so it stayed up for 4 or 5 months. In the end, I pissed him off too, but before I did, I did make the few modifications to TSMC that have been made. I also put together a ?pack? of tools I used to create a custom map.

With my little ?pack? you can, from beginning to end, create a ?natural? (no cities) world that is bug-free and looks absolutely amazing in about 2 to 3 hours depending on how proficient you are with Photoshop. It took me two hours to make a continent that was large enough for my one devoted player to get lost on for several weeks. Never released this tool pack, though, since I don?t like violating copyrights and don?t know how to contact the authors.

The pack includes (for those interested):
TSMC
STIC
Transitions
UO Coast
WorldForge

TSMC/STIC deals with the images and random item placement. Turn off transitions, though.

Transitions is slow but does a good job on them and has pretty much complete scripts.

UO Coast does very nice UO-style coasts.

WorldForge is for freezing and building stuff.

Well that wraps up the history of my pitiful tools.

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