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cover of mines https://ryandor.com/forum/viewtopic.php?f=2&t=2022 |
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Author: | TYR [ Wed Oct 27, 2004 5:17 am ] |
Post subject: | cover of mines |
hello pardon by my ingles is not very good. I have a problem when covering the mines with wf in my map created with dragoon mod 11. The problem is that the ground of the mine disappears is left all black as I can solve this? so that in another map which I did a long time ago with mod9+ this did not happen |
Author: | Aragel [ Wed Oct 27, 2004 10:32 am ] |
Post subject: | |
http://www.ryandor.com/files/caveentrances2.pdf this might help |
Author: | TYR [ Wed Oct 27, 2004 10:47 am ] |
Post subject: | |
that does not work with mod 11, is what I used before for mod 9+, but with mod 11 they are not possible to be done asi, since when covering the mines with WF the ground with the mine disappears. |
Author: | Stormcrow [ Wed Oct 27, 2004 2:04 pm ] |
Post subject: | |
I never set mod11 up to do static caves. You need to do some finagling with the scripts. Even Ry's mod 9 tactic for them was somewhat of a kludge. If you set the items.txt script to place cave floor tiles with a 1000 chance then it will place a tile everywhere you place cave on map. Then you go through with WF and replace the cave with mountain. I'm sorry, I can't access my dragon files right now so I can't give you the exact things to type. You need to make a file called cavefloor.txt , put it in items folder. Place static cave tiles in it, a line for each, look at one of the other scripts there to see the syntax. Now in the items.txt file look for the line for cave, might not be one. Make a new line if you have to, similar in syntax to the others, but for cave group, something like this "10 1000 0000 0000 5119 4095 cavefloor.txt" where 10 is the group id for cave (and it might not be, check the maptrans for the correct one) 1000 is the weight or chance to place, 0000 0000 5119 4095 defines the rectangle from the top left of the map to the bottom at 5119 (the dungeon line) this way static tiles will not be placed on the floor in the dungeon area (where you want the cave floor to be maptile) and finally cavefloor.txt calls the file you created earlier. [/code] |
Author: | TYR [ Thu Oct 28, 2004 5:50 am ] |
Post subject: | |
very been thankful by the aid. I have detected another failure in mod 11 as it is the trasiciones of the lava that does not put it wanted to know if you can send a dragoon to me mod11 but updated or of where podria to unload it my msn is jerusidejo@hotmail.com thank you very much beforehand |
Author: | Stormcrow [ Fri Oct 29, 2004 12:23 am ] |
Post subject: | |
Yeah, I never finished the lava or star trans. They are statics and so the same basic file can be copied and renamed. You need to do from each side. Then the statbetweentrans file needs to be updated to use all of these new files. The is mountain2lava and grass2stars done so far. Just copy the contents for each terrain. I don't plan on doing anything more with Dragon because UOL can do so much more, even in the unfinished state I have it in. I don't know anymore when DKnight plans on releasing it to the general public, but check Orbsydia.com from time to time. |
Author: | Warped_Dragon [ Sun Oct 31, 2004 3:31 am ] |
Post subject: | |
TYR, if you want I can send you some extra star transitions I made a while back (After stormcrow told me how, thanks again stormcrow). It's not a full set, just what I needed for my map, but it's better then nothing. And it turns out I need some lava transitions as well, so I'll be making those tonight. I can send you them as well, if you want. Contact me if interested, my contact info is in my profile. |
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