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Dragon Scripts... https://ryandor.com/forum/viewtopic.php?f=2&t=930 |
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Author: | Evilessence [ Sun Sep 07, 2003 10:28 am ] |
Post subject: | Dragon Scripts... |
Ok, im getting really pissed off with dragon and its annoying coastlines. I really dont want to go around a huge map checking every single pixel on a coastline to see if its right. Can someone please share their scripts for better coastlines. I have no idea how to script dragon. If anyone could post some, id really appreciate it. You'd think someone who has made a decent script would be generous and submit it to Ryandor.com with the zip file of dragon... |
Author: | Dev Viperrious [ Sun Sep 07, 2003 11:54 am ] |
Post subject: | ? |
The scripts for Dragon have nothing to do with the coastlines as far as ensuring there are no single pixel "Brown blob" makers if thats what your talking about. That is hardcoded in the EXE and cannot be changed. Custom scripts control which "Tiles" are placed and at what hight they are placed, thats it. |
Author: | Evilessence [ Sun Sep 07, 2003 2:23 pm ] |
Post subject: | |
Oh, i see. I thought the scripts were more than that. Thank you for this information. |
Author: | Stormcrow [ Mon Sep 08, 2003 7:42 pm ] |
Post subject: | |
I have an idea that might fix the coastlines. Another terrain type for coasts that goes in between water and land consisting of the brown "bedrock" that normally goes under water statics. Water would transition to that and that would transition to the land. It would leave a wider buffer in between and produce an OSI style coastline. However it is a major reworking of the scripts and I haven't felt like tackling it yet (mainly because I really haven't been doing much mapwork lately). |
Author: | Thaal [ Fri Sep 12, 2003 3:23 pm ] |
Post subject: | |
Stormcrow That's exactly how I've done my script for coastlines. They look just like the OSI ones too. All the scripts are done and I've even added two different terrain types for the different types of coastline (different cliffs eg snow has ice and dark rock coastlines) The only problem is. should I release em. Even so. There are problems. Getting the static part of the coastlines to work with this is very tricky and hard. and would probably involve a lot of work. |
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