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PostPosted: Fri Aug 29, 2003 5:40 pm 
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Young
Young

Joined: Fri Aug 29, 2003 5:31 pm
Posts: 17
Ok, here's my problem, I made a simple water(-5) and grass(0) map using Photoshop 6 on a 6000x4000 bmp, resoluted at 72 pixels. I compiled it using Dragon+MOD9. I followed the instructions in the tutorial and all. When i went to test it, i had nothing but tons of mountains on the entire map. There was no water and no grass, just mountains. Im positive i used the correct colors for grass and water. I tested the example map also and it worked, however, i was moving my test char around and sometimes he would'nt be able to move from one tile to another. Is this a graphical error on the map, or is it the scripts? If you've had any of these problems before, please help me, i'd REALLY appreciate it... thanks.

~Evilessence


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PostPosted: Fri Aug 29, 2003 5:52 pm 
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Young
Young

Joined: Fri Aug 29, 2003 5:31 pm
Posts: 17
Please help, i really need to figure out whats going on...


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 Post subject: wrong size maybe?
PostPosted: Fri Aug 29, 2003 5:55 pm 
Only 6144 x 4096 x 256 Color Bitmaps are supported by Dragon. When you first create your worldmap do you use the default Mod9 map creation and water/dungeon settings under "Actions" tab in Photoshop? If not you may want to try those.


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PostPosted: Fri Aug 29, 2003 6:43 pm 
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Young
Young

Joined: Fri Aug 29, 2003 5:31 pm
Posts: 17
Ok, i rescaled the file to the size that you suggested and the layout seems to be fine, but i have a new problem. Instead of having nice clean grass as i was hoping, there are rocks, trees and sometimes buildings still left from what appears to be the OSI map. Aside from this, coastlines occur strangely. There is a single lava tile just before the cliff and the cliff is either snow, not there, or regular as it should be. Is there a way to fix these problems?

Added: I also have the problem where a huge amount of the tiles are not walkable. Other times, my character falls 10 feet and says ouch! What should i do about this?


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PostPosted: Fri Aug 29, 2003 7:11 pm 
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Posting Whore
Posting Whore

Joined: Fri Aug 29, 2003 6:21 pm
Posts: 1434
Location: Colorado Springs, Co.
Man I hate those files their such a pain.
Sounds like your diff files are not blank, you can take the easy way out and make two blank world maps then use Punts "Diff" program to make a new blank diff file as RoseThorn pointed out in another forum, this should clean the buildings and trash off your worldmap.
Remember that Dragon (and Worldforge) does not like single tile transitions, always make sure you have at least 2 tiles of anything going in any direction or Dragon will give you the brown blob as I like to call them. This means that land and water tiles (or any other) should look like;
WWWWWWWWWWWWWW
WW LLWWWWLLLLWWWWW
LLLLLLLLLLLLLLLLLLLLLLLLLLL L=Land, W=Water


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PostPosted: Fri Aug 29, 2003 7:55 pm 
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Young
Young

Joined: Fri Aug 29, 2003 5:31 pm
Posts: 17
Ok, well i got the program and now im using it, but im not sure how it works. Does it convert the diff files in the UO dir automatically, or does it just convert the files i browse for?


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PostPosted: Fri Aug 29, 2003 8:05 pm 
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Not your daddy
Not your daddy

Joined: Mon Nov 18, 2002 2:18 am
Posts: 1224
Location: Oregon State
If you tried looking through the forums you would have found all your answers already explained.
If you use RunUO you can simply disable the reading of the TileMatrix with a simple script. Wich, I have posted on these forums at least 2 times that i know of. there are blank Map/static diff files that i have on the forums here as well, free for download if that is the way you would like to go.. anything else?

_________________
Forget what you know, know what you forget.


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 Post subject: to answer the question
PostPosted: Fri Aug 29, 2003 8:16 pm 
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Posting Whore
Posting Whore

Joined: Fri Aug 29, 2003 6:21 pm
Posts: 1434
Location: Colorado Springs, Co.
You select your UO "TEST SHARD" folder in the first line, dont change your online version if you still play.

on the next three lines you select the map your finding the difference from, which would be what ever you saved the blank one under, same with the other 2 files, Dragon will make new ones for you whne you compile the new blank map, just browes and target those.
Once you select convert it will place the new files in the same folder as the "Diff" program is in. Rename them to take the place of the ones in the UO folder and drop them in to overwrite and your done.

I think I tried your link to the blank files once before and it was not working BTW Dian. 404 error.

The diff program is a handy little tool to have once you realize just what you can accomplish with it :wink:


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PostPosted: Fri Aug 29, 2003 9:48 pm 
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Young
Young

Joined: Fri Aug 29, 2003 5:31 pm
Posts: 17
I really want to say sorry for causing you to do repetative work. I do understand that there are previous topics here regarding my questions, and i did search for specific keywords, but at times, one does not know what they are looking for specificly which is why they ask. Im really sorry to you all. Next time ill try to look a bit harder. But thanks guys, i really appreciate your help.

~Evilessence


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PostPosted: Fri Aug 29, 2003 10:56 pm 
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Young
Young

Joined: Fri Aug 29, 2003 5:31 pm
Posts: 17
Ok, i went ahead and found that script and it appears to be working in terms of removing OSI crap. I looked around for the diff files, found those too, but the actual archive does not extract anything. My last and final thing i want to get settled... please bare with me, i looked for an hour on the forums and no luck... Any map i use, i have the problem where the player just stops on a tile and can not go any further, he can go back and try to get around, but it happens so often. I haven't added any trees to my map yet either. My guess is that the OSI statics are still interfering with my map. What probably is happening is that the player is running into where trees used to be. Well, actually, other times, the player almost jumps a couple levels and when you go further he falls. Well, im really not sure what it could be, but i will try those diff files as soon as they're fixed, but if you guys have any suggestions, please let me know. Thanks.

~Evilessence


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PostPosted: Sat Aug 30, 2003 2:05 am 
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Young
Young

Joined: Sun Aug 17, 2003 8:39 am
Posts: 7
maybe a stupid question, but did you copy your, by dragon generated, map0.mul and the two statics files, generated by dragonsp, in your UO directory ?


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PostPosted: Sat Aug 30, 2003 6:09 am 
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Young
Young

Joined: Fri Aug 29, 2003 5:31 pm
Posts: 17
Of course i did, how else would i know if it were working somewhat.


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PostPosted: Sat Aug 30, 2003 6:49 am 
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Young
Young

Joined: Fri Aug 29, 2003 5:31 pm
Posts: 17
Ok, i removed the map diff files from my uo folder, all of them, and im still having the error of my player runnning into invisible walls, or jumping up and down quite large single tile hills. Are there yet more files i must rid of to fix these errors?


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PostPosted: Sat Aug 30, 2003 9:40 am 
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Young
Young

Joined: Fri Aug 29, 2003 5:31 pm
Posts: 17
Ok, i figured it out thanks to a previous post i just barely found. It appears that when you have ultima online 2d and 3d installed at the same time, and the 'CustomPath' value in datapath.cs file in the RunUO\Scripts\Misc folder is not the path of which UO you are using, then the server builds one map over another causing you to hit impassable areas or high hills when you move around in your world. Sorry for the trouble, but i do hope this post helps anyone with the same problems i encountered.

~Evilessence


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 Post subject: hehe its ok
PostPosted: Sat Aug 30, 2003 9:43 am 
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Posting Whore
Posting Whore

Joined: Fri Aug 29, 2003 6:21 pm
Posts: 1434
Location: Colorado Springs, Co.
I know how you feel, I started with the "FUSE" EMU a very long time ago it seems and back then no one knew anything, we just played around with it till the computer spewed smoke or it worked but god it was fun :)


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PostPosted: Fri Oct 17, 2003 3:34 pm 
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Young
Young

Joined: Fri Oct 17, 2003 3:32 pm
Posts: 6
http://www.ryandor.com/forum/viewtopic.php?t=1000


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