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Help with "floor" scripting...
https://ryandor.com/forum/viewtopic.php?f=2&t=545
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Author:  Oz [ Sat Feb 08, 2003 2:22 pm ]
Post subject:  Help with "floor" scripting...

I would like to know if their are any tutorials available to help me make new forest and Etc... like lets say I wanted to make a forest with a specifique tree type and dirt as the floor with 1 or 2 rock here and their...


I realy need to find out who to make this type of scripts..

Author:  Ryandor [ Sun Feb 09, 2003 5:00 am ]
Post subject: 

Making new scripts for forest (or anything else) is not difficult.

If you look at the forest.txt file you'll see how the format of it is. You can put anything you like in there. There's also a misc script that has some extra items (like Yew tree and mushroom rings) in it that you can copy and paste into the other scripts.

To control where these scripts are used, you edit the item.txt file. In there you can control over how much of the map each script puts it's statics.
For example lets say you have a continent that is dense forest. You can copy the forest script, change it so that there are more trees, rocks whatever, name it forest2.txt then put an entry in the items.txt for it that only places into that area. All the item scripts are well documented. A little trial and error might be required to get it exactly how you like it, but it's not difficult.

One point to remember though. When you change the scripts you have to re-run Dragon to apply them. Since it's Dragon that makes the scp files that DragonSP uses.

-Ryandor

Author:  Guest [ Sat Feb 15, 2003 6:22 pm ]
Post subject: 

Thanks a lot :)

But for the Color hex, who would I go about making my own color table to correxpond to the color hex ?

And the colors are those of like html or the color of UO ?

Author:  Ryandor [ Sat Feb 15, 2003 8:49 pm ]
Post subject: 

They are RGB colors, which HTML happens to use :P
RRGGBB
Red/Blue/Green on a scale of 00 - FF
FF0000 = Red; 00FF00 = Green; 0000FF = Blue; 000000 = Black; FFFFFF = White

However, what's not important is the color you use, but the index of where it's at.
In the colortable, the position of the color is important. Think of the colortable as a 16 x 16 grid. The first row (mostly grass) is 0 through 15, the second row 16 - 31, etc. In the actual scripts you need to use hex.
So if you wanted to use, for example, blue floor tiles, you'd have to modify two files:

groups.txt:
Code:
//*****************************
//1c = blue tile
//*****************************
ae 1c
af 1c


maptrans.txt:
Code:
// (1c) blue tile
ae 000 0210
af 010 0210


Then in the colortable or swatches you use in Photoshop, you could actually use what ever color you wanted to in there, as long as you put it in the correct position. In this example I used the two empty slots after the water 50. It would make sence that you use blue, but you can use whatever shade of blue. Since in this example it's next to the water, I'd make them a very light blue or something.
ae and af (174 and 175) are the position numbers. 000 and 010 are the altitude of where the tile gets placed and 0210 is the (hex) tile ID.

Both of these files need to be changed for it to work correctly. Then you also need to modify the colortable that the bmp uses. In Photoshop you'd need to go to Image -> Mode -> Color table and set a unique color. It would also be advisable to save the color table as something so you can use it in the future. Otherwise it will only work for whatever bmp you are currently working on.
If you don't need transitions for these then you are basically done.

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