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WorldForge problem
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Author:  jeranamo [ Mon Aug 15, 2005 3:45 pm ]
Post subject:  WorldForge problem

I've been trying to use worldforge to cover areas in my mountains where i designated for mines. I followed the ryandor tutorial on this and even tried my own methods. For some reason it is REPLACING the original map tiles instead of adding new tiles at a higher Z when i put random mountain tiles over the spots where the dungeon was hallowed out. I've tried using both "add Z" and "Set to Z" modes but it still won't work.

Author:  Darien Dragon [ Mon Aug 15, 2005 4:11 pm ]
Post subject: 

I encountered this issue myself. The cave tiles are supposed to be generated as static items by Dragon SP so that Worldforge will replace the map tiles with mountain but obviously leave the static tiles unmodified.

I discovered Dragon mod 11 wasn't adding the static tiles for caves. It had something to do with the item scripts... but I don't recall quite what I changed. Maybe Stormcrow will know how to fix it unless I remember what I did first. :oops:

Author:  Sydius [ Mon Aug 15, 2005 4:35 pm ]
Post subject: 

When you modify the map in WorldForge, in the map-editor section, you can only modify the ground tile map, which has exactly one tile at each coordinate (no more, no less). The cave must be created with statics, only the entrance can be created in WorldForge.

Author:  Stormcrow [ Sun Aug 21, 2005 8:05 pm ]
Post subject: 

It's not an issue; it's by design (It's not a bug; it's an undocumented feature?)
Group 3, Cave in Mod 11 is meant for the kind of caves you use from 5119 to 6143; dungeons.
I didn't include the kind of static caves to be used under mountains like in Ry's tutorial for a couple reasons. One was that I was planning on doing a mod 11b (which I started but never finished) that was going to have those kind of caves and all kinds of variations of the sort. Another was it didn't produce the greatest results (mainly due to process being difficult for many lower order primates to understand)

Finally what I would suggest if you do want to do that for mod11 is you mod the items.txt and add something like zis:
Code:
03 1000 0000 0000 5119 4095 Cavefloor.txt


Now then you of course have to actually have a cavefloor.txt file and it should contain some static cave floor tiles and nothing else. What will happen then is you can use the cave group for undermountain and dungeon type caves. Static floortiles will only be generated on the normal part of the map.

And Syd, if you use punt's worldforge then you actually can add statics.

Author:  Reu [ Sun Sep 11, 2005 7:05 am ]
Post subject: 

Pardon me for bumping an old post, but I'd like to ask for a bit more info on this topic.

There is a .txt file in Dragon11\DragonMod11\Scripts\Items called "staticcavefloor" that appears to contain 5 tiles that I suppose are cave floor tiles.

Might I use Stormcrow's suggested modification to the items.txt file to read "staticcavefloor.txt" instead of "Cavefloor.txt" and get the desired results of mod9 undermountain caves in mod11?

Author:  Stormcrow [ Sun Sep 11, 2005 10:21 am ]
Post subject: 

Correct.
You have to mod in the black2cave and cave2black as well. There are a bunch of scripts in there, some you need, some you don't. I never got around to cleaning those up. I think 1 set generates the static walls. The other just the proper floor edges ala original UO mines and caves. The cave static scripts were authored by various people and they don't all go together.

Author:  aka Reu [ Sun Sep 11, 2005 12:39 pm ]
Post subject: 

Thank you, Stormcrow, for the answer and additional info and for not slaying me. :wink: I will boldly now go and "mod in" something somewhere and see what it produces.

(in all seriousness, thank you.
Reu)

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