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Problem with mountains https://ryandor.com/forum/viewtopic.php?f=2&t=612 |
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Author: | Chalala [ Sun Mar 16, 2003 2:47 pm ] |
Post subject: | Problem with mountains |
What should i do to correct this ? ![]() |
Author: | Dragonfire [ Sun Mar 16, 2003 3:59 pm ] |
Post subject: | |
sorry mate.. you must have a broken link or something. Nothing to see.. ![]() |
Author: | Chalala [ Sun Mar 16, 2003 4:45 pm ] |
Post subject: | |
try this: http://www.geocities.com/bsashard/a.htm or this http://www.geocities.com/bsashard/Error.jpg |
Author: | Dragonfire [ Mon Mar 17, 2003 1:56 am ] |
Post subject: | |
*sigh* ok this is a very common problem with mountains (specially when you don?t read the tutorial). The problem. The problem is that the UO map is based on a grid. You can tell each grid area (tile) to be whatever you want it to be. You can also tell it to be whatever height you wish. Now the problem you have is that you can see 1 tile (the mountain edge) at say 30z and behind it you see the ground at 0z. There is actually nothing wrong. The map tile is doing exactly what you told it to do. However, the result is somewhat undesirable leaving those unrealistic jagged edges you have in your screen shot. The reason. If you have a really good look at the UO default map you will see OSI have cheated somewhat. What you think you see and what?s really there are two different things! Almost all of their mountains on the east/south side start at about 15z rising to about 25z. The west/north sides start at about 6z and rise to 12z. Only in the middle of the mountain range do they rise to about 45z. You remember that mountain passage west of Britain? The one where you feel you are walking up hill into the mountains?? Well you?re not. It?s an illusion. That mountain pass is actually flat. But on the south side of the path they make the rock lower so you feel you are getting higher. The solution. What you have to do is use the z lvl?s I just told you so the edges of the mountains blend in. When there isn?t such a big difference in the heights of the tiles they will be more rounded and blend right in. So.. just remember mountains aren?t boxes. Take your time building up to the height you want. E.g. 1 tile at 6z, 1 tile at 12z then the mountains at 25z-30z and you will be fine. Anything that you are not happy with now can be fixed with some fine tuning.. If you follow this you wont have 3 problems 1) no jagged edges 2) there are no very high mountains that take a long time to draw as you run past them. (specially with slow dial-up modems) 3) you wont have any ?hidden? areas behind mountains where bodies cant be seen etc. Hope this helps a bit? Heh Rosethorn will have me shot at dawn for telling all our secrets! .. oh well.. I need a break! ![]() |
Author: | Chalala [ Mon Mar 17, 2003 12:02 pm ] |
Post subject: | |
What you said helped a lot, but i still have one question: How can i get this 6z, 12z (...) if in the color palette starts with 20z ? |
Author: | KatZ [ Mon Mar 17, 2003 12:34 pm ] |
Post subject: | |
Farther on the palette there are lower mountains. Something like 10 (and it's almost white) and It goes up by like 10 from there. But I'm not at home to check this out. So I might be a little off. But I do know for a fact that there is the lower mountains. |
Author: | Dragonfire [ Mon Mar 17, 2003 9:08 pm ] |
Post subject: | |
Yeah? what Katz said. The mountains are the only z lvl?s on the pallet that aren?t in height order (for some reason??). Also.. I never used the 90z mountains (too high) so I changed it to 15z. That helped a lot! ![]() |
Author: | Ryandor [ Tue Mar 18, 2003 7:21 pm ] |
Post subject: | |
The reason the mountains are out of order is the original Dragon didn't have some of them. I didn't want to break compatibility of the mod with the original at the time, and since then it's just stayed put. That being said I encourage people to learn the scripts and modify it to their needs. Excellent post Dragonfire! -Ryandor |
Author: | Chalala [ Wed Mar 19, 2003 3:27 pm ] |
Post subject: | |
newb question: Where can i script the z's for mountains ? |
Author: | KatZ [ Wed Mar 19, 2003 5:02 pm ] |
Post subject: | |
I really haven't messed around much with this script... but I'm almost sure it's in maptrans105.txt. The part you want to change should look something like this: Code: // (06) mountain 40 06 020 022c 022d 022e 022f 41 06 030 022c 022d 022e 022f 42 06 050 022c 022d 022e 022f 43 06 060 022c 022d 022e 022f 44 06 065 022c 022d 022e 022f 45 06 070 022c 022d 022e 022f 46 06 075 022c 022d 022e 022f 47 06 080 022c 022d 022e 022f 48 06 085 022c 022d 022e 022f 49 06 090 022c 022d 022e 022f 4a 06 005 022c 022d 022e 022f 4b 06 010 022c 022d 022e 022f 4c 06 025 022c 022d 022e 022f 4d 06 035 022c 022d 022e 022f 4e 06 000 022c 022d 022e 022f And I believe that if you just change this part: Code: 49 06 090 022c 022d 022e 022f See what the 090 in there is the altitude. So I believe that if you just change that to something smaller... like this (or whatever altitude you want it to be): Code: 49 06 012 022c 022d 022e 022f
You should be good to go... but then again like I said I really haven't messed around with this script (or really many of them). So I could be wrong. Well anyway hope that helped. |
Author: | Ryandor [ Wed Mar 19, 2003 6:48 pm ] |
Post subject: | |
If you are using the version of Dragon that I have in the mod (v1.03.62), then it's maptrans.txt If you are using the newer version of Dragon (v1.05) then it's maptrans105.txt (and needs to be renamed maptrans.txt) maptrans.txt Code: // (06) mountain
40 020 022c 022d 022e 022f 41 030 022c 022d 022e 022f 42 050 022c 022d 022e 022f 43 060 022c 022d 022e 022f 44 065 022c 022d 022e 022f 45 070 022c 022d 022e 022f 46 075 022c 022d 022e 022f 47 080 022c 022d 022e 022f 48 085 022c 022d 022e 022f 49 090 022c 022d 022e 022f 4a 005 022c 022d 022e 022f 4b 010 022c 022d 022e 022f 4c 025 022c 022d 022e 022f 4d 035 022c 022d 022e 022f 4e 000 022c 022d 022e 022f ^^^^ ^^^^ ^^^^ ^^^^----TileIDs ^^^----Z value (altitude) ^^----color table position (don't change) In maptrans105.txt, there is an additional "group" number at the beginning of each line. Don't change that. Changing the altitude should be the only thing you need. But remember the colortable will not reflect your changes, so remember which ones you change. It's only a guide so you'll not have to change it to make it work. Also, take a look at the notes at the beggining of almost all the scripts for more information regarding what each file does and how it's setup. -Ryandor |
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