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 Post subject: possibly a bug
PostPosted: Thu Nov 28, 2002 6:21 pm 
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Apprentice
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Joined: Tue Nov 26, 2002 9:08 pm
Posts: 39
There seems to be a problem with map transitions in 'betweentrans2.txt'. Meaning all map transition files that use the structure:

<group##> <name>2x.txt - in the directory 'betweentrans2'

The problem is this, any transitions within any files don't seem to want to change any z values you give. At the end of some transitions, i've tryed -5 005 in hopes to change some tiles z value to a random z but the z value doesn't seem to move. It stays the same as the z in which you have painted the tiles in your graphics editor.

Hope this is understood.

If not I can try and explain more with a possible example after some more testing.

-Thaal
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 Post subject:
PostPosted: Thu Nov 28, 2002 7:54 pm 
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Joined: Sun Jun 02, 2002 8:01 pm
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Location: CO, USA
I'm not sure I quite understand. However, I'm thinking you want the transition between land tiles to place the transition tile at a random z as well as the tile itself.

I'm not sure that is even possible. The only "random Z" things I can think of is the unevenly.txt.

The only "manual Z" things that I can think of are the coastlines and statics placement.

You might have to explain it more in depth though, if I'm on the wrong track.

-Ryandor


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 Post subject:
PostPosted: Thu Nov 28, 2002 9:04 pm 
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Apprentice
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heh, ok. time for some indepth explanation.

here is a picture of a cube, the middle tile is the tile i want to change.

Image

The code to edit this tile in this certain configuration would be:
ABBBAAAA 0003 0004 0005 0006 -5 005

This would place a grass tile at a z between -5 and +5 (a random z between -5 and +5)

-This example works- (of course)



However... (and this is what I am trying to do)

Let us say you wanted to edit a tile in a simular way, but there are 3 different tile types within the codecube(as i like to call them). Imagine it would look like this, where the centre is the tile you want to edit:

Green = tile i want to edit (base tile)
Red and Blue = two different tiles belonging to two different groups

Image

The only way to do this would be to enter your code in a grass2x.txt file using the code in betweentrans2.txt:

00 grass2x.txt

and then within a file called 'grass2x.txt' in the foulder 'map2' the following code would represent the cube:
AABAAABA 0003 0004 0005 0006 -5 005

This would place a grass tile in the centre of the cube and SHOULD set it's z between -5 and 005.

It does change the tile to grass but it doesn't change it's z as defined in the file ( -5 005) it simply just deducts 5 from the tile instead of giving it a z value between -5 and +5.

So I have a grass tile at -5 where this situation and cube sequence (AABAAABA) occurs everytime.

(you may have noticed, i've been doing some serious code editing, for many good reasons)

I hope that is clearer.

- Thaal


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 Post subject:
PostPosted: Thu Nov 28, 2002 9:29 pm 
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Joined: Sun Jun 02, 2002 8:01 pm
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Location: CO, USA
I'm wondering if there isn't another cube set grabbing it and changing it before this one sees it. I was understanding that Dragon cannot do the "3 tile-type" cube transition. I may still be missing the point of what you're saying though.

Granted, these files are the most dificult thing about Dragon to understand, and I've not sat down and studied these in a long time. They are due for a revisit.

However, at this point, I have to wait on my re-study on the way these work, as I've got other things on the front burner right now. I'm rewriting the tutorial currently, but after that, that's when I'll be revisiting all the scripts and files, going through and working on the next mod, of which there are many things I want to fix, and there's going to be a couple of things added as well. If you do figure this out before then, I'd like to go over in depth exactly how it works, as I can see many uses for this.

-Ryandor


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