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Snow/water
https://ryandor.com/forum/viewtopic.php?f=2&t=2314
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Author:  liacs [ Sun May 22, 2005 3:18 pm ]
Post subject:  Snow/water

Hallo!

First off: I am really new to worldbuilding. I tried dragon and stuff and found out now that WorldForge is the only tool I can manage to get to work properly.

I am just trying to build my own map and have a problem with WF. I can't find the tiles for the the coast of a snowy island (means water-snow-tiles are not available from what I have seen)

Can somebody tell me anyway how to fix that because it looks reeeeeally bad.

Thanks a lot.

Lia

Author:  Spudz777 [ Mon May 23, 2005 9:00 am ]
Post subject: 

Blech! I can't imagine building a whole map in WF... Maybe there's something I'm missing there.

dragon has scripts for these transitions which list the static tiles to use. They are: 0x0306 through 0x0315, 0x02ed, and 0x008d through 0x0095. It also has 0x00aa, but that one's also used as a water tile in the map translation.

Author:  Dev Viperrious [ Mon May 23, 2005 6:42 pm ]
Post subject: 

0x76D,0x76E, 0x76F, 0x770, 0x771, 0x772, 0x773 are the coastal tiles for snow.

Programs like Dragon auto generate the coastal tiles and the water transition tiles, Worldforge does not. If you can still find the program "UO Coastal" creates these coastal transition tiles for you as well.

Dev

Author:  liacs [ Tue May 24, 2005 1:05 am ]
Post subject:  UO coastal???

Hallo,

thanks for the answers.

1. I have to build the world with WF. I can't get Dragon to work nor any other program exept WorldForge. The photoshop file doesn't convert to mul. I don't have a clue why. And yes: it takes some time in WF, but you can directly see what you are doing. And I like the program, it is very easy to use.

2. Does anybody have this UO coastal thing? I can't find it on the internet .

Thanks again.

Author:  Spudz777 [ Tue May 24, 2005 1:17 am ]
Post subject: 

If you can give more detailed information as to why dragon isn't working, we may be able to help... Using a decent imaging program makes building the map with dragon very intuitive...

Author:  liacs [ Tue May 24, 2005 2:20 am ]
Post subject: 

the map always produces an error when it comes to converting. It gets stuck at some watertile. And when I have to be honest: I am sick of trying ... :oops:
so this coastal programm would be much nicer. :roll:

Author:  Spudz777 [ Tue May 24, 2005 8:03 am ]
Post subject: 

Google "uocoast", and a couple results down, you'll see this link. The file is there, along with a couple other useful programs.

Author:  Lynxx [ Tue May 24, 2005 8:36 am ]
Post subject: 

hey that link has a good collection

Author:  Spudz777 [ Tue May 24, 2005 8:40 am ]
Post subject: 

Google is our friend... Many are out of date, though. RunUO Beta 19?

Author:  liacs [ Tue May 24, 2005 8:55 am ]
Post subject:  new prob

hehe... as you can see, I am really blond :oops:

I searched with uo coastal and there you find nothing.

Thanks so much for the help.

(*hugs every poster on this thread*)

:wink:

But now new problems:

Do you have to fix the heights of the tiles?
I have 0 water, -15 the coast tile (done by uocoast :D) and the land on 0 and it looks awful.
The coast is great, but the water is still a mess, there are black holes in between.

then I tried with this sandcolored tile (supposed to be a coast tile I think) and it looks even worse.

Can you perhaps lower ALL watertiles with worldforge? that would be great.

Author:  Sydius [ Tue May 24, 2005 3:44 pm ]
Post subject: 

That tool, as far as I know, only works when your water is at an altitude of -5 (as is the case in the original UO map). As for Dragon, there are other alternatives, too, such as my program (found on Sydius.com called TSMC) and Landscaper (or something like that) on Orbsydia.com? or just stick with WF, that is what one of the most famous mapmaker (Xuri) has stubbornly done for the better part of a decade now.

Author:  liacs [ Wed May 25, 2005 2:58 am ]
Post subject: 

@sydius: thanks. I think that will help me (*thinks about taking a day off and going back home to try it out*) But do I have to reduce z by clicking on every single watertile now? :shock: That is some work I guess. Because the landtiles have to be higher, or not?

Or I just start the map all over :(

Oh, and something else again.

When I overwrite a tile in WF with another with a different z, is the original tile there or does it automatically vanish? I am quite confused, because in the cave tutorial is written that there are two different caves: one with the moongate as entrance (so that you can see the cave on the map) and the other underneath the "normal" tiles.

I hope you understand what I am asking, I can't explain it better at the moment.

Thanks again for the answer...

Author:  Dev Viperrious [ Wed May 25, 2005 6:52 am ]
Post subject: 

To make a map you should always start by using the "fill" function in Worldforge and cover the map with water at a z height of -5, then build on top of that.

Dev

Author:  Sydius [ Wed May 25, 2005 4:15 pm ]
Post subject: 

Map0.mul, the file edited by default in WF?s map-editing tool, can only contain one tile at each location, so yes, it vanishes. Caves which are ?underneath? mountains use a technique where ?static? tiles (which appear exactly like the ones available in WF) are placed underneath the mountain tiles in-game ? you can have as many static tiles (AKA items) at each location as you want (well, limited by practicality to a few hundred at most, or by file format to 2^16 - 2).

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