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 Post subject: Dragon question
PostPosted: Sat Aug 30, 2003 10:17 pm 
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Grand Master
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I have a .bmp that adds a new land mass in the corner of the map. I only want Dragon to overwrite that portion of my map0.mul. Is there a color that you can use in Dragon that Dragon will interpret as "ignore this color and write nothing here"?

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PostPosted: Sat Aug 30, 2003 11:52 pm 
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Nope, with Dragon it's an all or nothing thing.

There is another program that can do it, but it's limited to 50 colors at most (compared to Dragon's 256)

Can't seem to find it, but I'll look again later.

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PostPosted: Sat Aug 30, 2003 11:59 pm 
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why not just generate the full map0, and statics with Dragon.. then use UO Copy, or Copy Map to copy that portion into the map you want it to be placed?

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PostPosted: Sun Aug 31, 2003 12:30 am 
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Yeah, that's what I am ending up doing. Was hoping to eliminate that step! :)

Hey, one other question though...

In radar view, the ocean surrounding my new land mass is turning up as a different color than the rest of the ocean, making it pretty obvious that I've patched it in. I'm using the -5 from the colortable, and the rest of the ocean is -5 too. Any idea why it looks different? (It's a darker blue than the rest of the ocean).

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PostPosted: Sun Aug 31, 2003 7:38 am 
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The ocean for 8 tiles out on the OSI map is statics. In Dragon it's only 1 tile.

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PostPosted: Sun Aug 31, 2003 11:07 am 
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I don't think that's it - the entire block of water surrounding the isle I inserted is a darker blue (in radar view) than the entire rest of the ocean.

When I open up the map in InsideUO, the entire square that I inserted stands out because the ocean is a deeper blue than the rest of the map.

Has anyone else experienced this? I think it may be an issue with the random water tiles that Dragon uses not matching the same random "scheme" as the OSI map...

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 Post subject:
PostPosted: Sun Aug 31, 2003 11:36 am 
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Here's what I mean:


Image

Image

The smaller example is a little harder to see but if you look close you'll see the block that was pasted in. It's more obvious in radar view and from InsideUO.

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PostPosted: Sun Aug 31, 2003 10:55 pm 
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Not your daddy
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Yeah, I have had that happen too, I was not in a position to dig into dragon scripts, since i lost the bmp from a reformat. But i was able ot blend in the water with World Forge Map editor, by using a wide brush, and random water. It worked great. Just go around the entire square block, with a 4 or 5 tile brush.

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 Post subject:
PostPosted: Mon Sep 01, 2003 1:42 pm 
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What's funny is that I think this didn't occur with earlier versions of Dragon. Maybe it's an issue with Mod 9?

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PostPosted: Mon Sep 01, 2003 10:53 pm 
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That's wierd. Look in your maptrans.txt. Are the tiles for water the following "00a8 00a9 00aa 00ab" ? Also which version of UO do you have? I just got LBR and AOS but I haven't run a map through them yet. A quick look through InsideUO only found those 4 tiles plus 0136 and 0137 as water but there are 4 unlabeled tiles that I am not sure if they are water or swamp, 3FF0-3FF3. Also does it look like normal water when you walk the map?

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PostPosted: Mon Sep 01, 2003 11:02 pm 
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Here is the water entry for maptrans.txt, it's a little different...it has some of the entries duplicated.

// (02) water
20 -5 00a8 00a9 00aa 00ab 00a9 00aa 00ab
21 005 00a8 00a9 00aa 00ab
22 010 00a8 00a9 00aa 00ab
23 015 00a8 00a9 00aa 00ab
a7 020 00a8 00a9 00aa 00ab
a8 025 00a8 00a9 00aa 00ab
a9 030 00a8 00a9 00aa 00ab
aa 035 00a8 00a9 00aa 00ab
ab 040 00a8 00a9 00aa 00ab
ac 045 00a8 00a9 00aa 00ab
ad 050 00a8 00a9 00aa 00ab

That was the maptrans.txt that came with Dragon Mod 9.

The water looks like regular water in the map, but you can notice the darker shade in radar view.

I have Age of Shadows, but I don't think there is any difference in the maps between it and older versions.

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PostPosted: Tue Sep 02, 2003 7:17 am 
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That's correct. It's unchanged from the 105 maptrans.

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