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Trees and forests
https://ryandor.com/forum/viewtopic.php?f=2&t=297
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Author:  Dorin [ Sat Oct 19, 2002 7:39 am ]
Post subject:  Trees and forests

Well i have made a map. The land mass is about tree times bigger than in the normal map. Same thing about the forests, and that is my problem. Well, i made statics, everything went well but there is little ammount of trees. About 3-4 for a screen. I tried to add more with dragonsp (checked "no" in "clear current statics"). Program made his calculations, statics gone gigger for about 2mb but in the uo nothing changed.
PLEASE! Tell my i don`t have to add them manualy :D

Author:  Hamenn [ Sat Oct 19, 2002 12:56 pm ]
Post subject: 

I have a same problem :( Ryandor advised me to changed items script files, but it doesn't look ... ehm ... like in original map. I changed amount of trees, but it put them very illogical (2 or 3 pieces of trees in 2 neighbouring tiles, then big blank place, ....)
I am going to try use item placer, but it doesn't work for me in win 2k now.

(Sorry for my English)

Hamenn

Author:  Ryandor [ Mon Oct 21, 2002 8:08 am ]
Post subject: 

For changing the distribution of trees, you'll have to edit the files in the /Dragon/scripts/items folder. Here's the basics using a line out of the forest.txt file:

Code:
//Tree + green leaves
0001 0cd3 0000 0000 0000 0000 0cd4 0000 0000 0000 0000
 |     |    |    |    |    |    |    |    |    |    |
 |   item  Alt Color (X)  (Y) item  Alt Color (X)  (Y)
 |    to   (z)                 to   (z)               
 |   place                    place                   
 |
 |   {-----first item ------} {-----second item------}
 |     
 +--- Frequency (how often to place as a precentance: xxx.x%)

In this example, 0cd3 is the tree and 0cd4 is the canopy (leaves)

The frequency is what you need to play with to get more trees. increase this value a little at a time until you get the amount of trees that you want. You'll have to rerun Dragon each time you edit this, as it's calculated when it's run.

The X, Y, and Z are relative values from the point where Dragon calculates. For example:

Code:
//fallen log N/S
0001 0cf3 0000 0000 0000 0000 0cf4 0000 0000 0000 0001


The 0001 on the end tells Dragon to calucate the second item (in this case the other half of the log) to the south by one tile.

-Ryandor

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