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"Brown weird" z -15 https://ryandor.com/forum/viewtopic.php?f=2&t=2879 |
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Author: | T?rn [ Sat May 27, 2006 9:29 am ] |
Post subject: | "Brown weird" z -15 |
Hello, I'm working on my first map, using Photoshop 7.0 and Dragon mod 11. Now i've got the problem, that I need for a coast i.e. grass ( z=0 ), "brown weird" ( z=-15 ) and water ( z=-5) and I just can't find these funny brown tiles on my colortable. Do I have to place them after compiling into a .mul with Worldforge, or is my colortable incomplete or something like this? Greetings, T?rn P.S. please excuse my strange english, I'm not a native speaker ( not native english, at least ![]() |
Author: | Kronos [ Sat May 27, 2006 11:06 am ] |
Post subject: | |
if you really want the brown funny tiles you can add them through world forge but they'll still spawn the coast above it |
Author: | T?rn [ Sat May 27, 2006 12:31 pm ] |
Post subject: | |
So they come automatically? Would be fine, less work for me ![]() |
Author: | HellRazor [ Sat May 27, 2006 12:59 pm ] |
Post subject: | |
T?rn wrote: So they come automatically? Would be fine, less work for me
![]() Dragon will make the brown around the coasts automatically and then cover them with water tiles when you run the statics generator. |
Author: | T?rn [ Sat May 27, 2006 1:07 pm ] |
Post subject: | |
Great! Thanks for the information ![]() |
Author: | T?rn [ Sun May 28, 2006 4:15 am ] |
Post subject: | |
Hmm....it didn't work. No funny brown tiles, just grass to water in a ugly way ![]() |
Author: | Pandaros [ Sun May 28, 2006 1:07 pm ] |
Post subject: | |
It works when translating anything to "Water" tiles, not "Ocean" ones...Weird ![]() |
Author: | T?rn [ Tue May 30, 2006 1:54 pm ] |
Post subject: | |
So I'll have to place some water between my oceans an the coast? Sounds funny, but mapping should be funny, right? ![]() |
Author: | HellRazor [ Fri Jun 02, 2006 12:37 am ] |
Post subject: | |
I'm not an expert on the Dragon transitions, but usually you use shallow water around the land masses. Try that and see if it creates the transitions correctly. |
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