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 Post subject: Map Maker needs map help
PostPosted: Thu Oct 09, 2003 5:01 pm 
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Well, I *was* going to fix the Dragon scripts for AoS, but it turns out it's just a bit more complicated than that. Turns out the tiles are the same, it's just showing up in game wrong.

I was going to start with the prime example of this: the snow coastline.
Here's the in game screenshot:
Image
So I looked through the tiles, and didn't find the difference. So I fired up worldforge and here's what it looked like:
Image
Well, then it shows up correctly. Maybe it's a static problem:
Image
Nope, not there either. Removing the statics in the area doesn't change anything.

So, does anyone know what exactly the problem is and if so, has anyone been able to fix it?
Of course, I may just be being braindead and missing something obvious, but best to cover all bases.

And yes, all muls are pathed correctly and diff files are disabled.
-Ryandor


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PostPosted: Thu Oct 09, 2003 7:12 pm 
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I can try to find time to dig in my scripts I guess, and get the correct set of snow bank tiles for you.
I have spent a huge amount of time on my map correcting all these lava bug troubles with 3D.
If you had seen my post here Scroll down at the 4 pics below. But also, I have the snow banks that are corect to 2, and 3D both, its not the dirt tiles, its the solid snow bank.
will get come back to this shortly.

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PostPosted: Thu Oct 09, 2003 11:56 pm 
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Thanks much Dian. I much appreciate your help. I noticed as well that teh jungle to forest transition is plagued by lava tiles as well. As much as it would be just as easy for you to give me the tile sets, I'd actually like to figure out what's causing this. The only thing I can think of is some kind of alternate file that's being used soely for the 3d client. Do you know the story behind this?

-Ryandor


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PostPosted: Fri Oct 10, 2003 12:31 am 
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I've noticed the same thing. I'll see what I can figure out too.

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PostPosted: Fri Oct 10, 2003 1:21 am 
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well.. seriously you are stepping on some dangerous, and otherwise never ending gounds here (good choise of words, grounds)

Its not just those, its the Snow banks, Sand2Forest, a good amount of different mountain tiles (all ranges of transitions, dirt, grass, snow, sand ), Dirt2Cobblestone, and the jungle2Forest..
Those are just what i remember off the top of my head.. :?

one question though, how fast are you needing these things checked on, and are you really wanting to cover all areas?

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PostPosted: Fri Oct 10, 2003 8:26 am 
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Well because it's not a straight forward "replace this tile with that" problem, I'm willing to take as much time as needed to figure out the real cause of it. Sure it would be easy enough (but time consuming) to change the transitions, I'm thinking it would be worth the time to find ou the root cause of this.

I'm being extremely optimistic thinking it's just a secondary file that needs to be tweaked, I would not feel good without at least trying to find out if this is the case.

Basically it comes down to whatever information you have about this would be appreciated. I do not expect you to solve the problem, just to let me know what've found out about it in your expereince. Take as much time as you need. Thanks.

-Ryandor


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PostPosted: Fri Oct 10, 2003 1:46 pm 
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As a shot in the dark, I played around with various flags in the tiledata.mul for the tileid 500 (0x1f4) lava that shows up in place of the correct tile.
No joy. So it's not directly related to the tiledata.mul file. Although maybe changing the graphic to a nodraw tile could determine for sure if it's even pulling it from there.

At least this is one possibility eliminated.

-Ryandor


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PostPosted: Fri Oct 10, 2003 11:39 pm 
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Update. Ok, with Majere's help, I think I've got it the problem nailed down. Turns out there's quite a few duplicate sets of the same type of tiles in UO. Many of these are are being used in the Dragon scripts. For example, the sand to coastline transition is currently using tiles in the 449 tileid range. It should be using the 26 tileid range. This is just one simple example. There are many more like it.

What I plan on doing is fixing the Dragon script to use the correct sets as they are supposed to be. This will be quite a bit of work, but in the end this problem will be fixed.

Unfortunetly this means that older custom maps would need to be re-compiled to be fixed. If you've made major manual edits to the map then this might not be worth it. Also, you'll need the original bmp as well to fix the map. There's not much of an alternative, other than manually fixing the map.

Dian, I should have just listened to you in the first place, right?
Would it be possible to incorporate some of the fixes you've made to the scripts already? I would much appreciate it.

-Ryandor


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PostPosted: Sat Oct 11, 2003 12:51 am 
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Yeah, Its not possible for me to even concider recompiling my map, since i used about 4 different sets of customized dragon just for the normal lands, and another 2 different dragon sets for dungeons.. compiled each seperatly, and in the end, used UO Copy to merge all the different areas together into one main map :?

At any rate, I still have some things floating around, I can dig up... although I did loose a couple of my dragon versions I customized from comp crashes long ago..
Funny you bring all this up though, since my partner is a pure 3D player at heart, and has been the sole cause of all my mods to this $%&@*@$ lava tile bit.. I spent somewhere around 3 months just redrawing the entire map over again with my new coast scripts in dragon.
We are trying to put a list together of the known lavaltile ID's found in 3D though.. and will place it here, when I get it.

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PostPosted: Sat Oct 11, 2003 12:55 am 
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Very cool. Thanks much.
I've already started in a list of what tiles are affected and what tileid need to be changed.

When you find more things, let me know.
Thank again.

-Ryandor


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 Post subject:
PostPosted: Sat Oct 11, 2003 7:46 pm 
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I've started correcting the scripts so that these errors don't show up. I've fixed the following so far:
grass/jungle transition
jungle/dirt transition (but still needs work to look better)
dirt/mountain transtion
sand coastline

The following is unfixable (to my knowledge):
grass/snow transition

The following have workarounds:
grass/cobblestone transition (use dirt between these, like OSI)
forest/jungle transition (use grass between)
jungle/sand (use grass between)

The following needs to be addressed:
snow coastlines (most likely this will get changed to the OSI style)

If I missed any, please let me know. Any additional info is welcome.
Check this post, as I'll update this as I fix these.

-Ryandor


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 Post subject:
PostPosted: Sun Oct 12, 2003 1:25 am 
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Your right, there is no alternative for snow banks, other than the ones that osi used, and thats the solid snow bank, no dirt.

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 Post subject:
PostPosted: Sun Oct 12, 2003 1:40 am 
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Actually, I'm creating two scripts, one with the normal white coast like OSI uses on most coasts and I'm creating a coast that has the cliff type like Dragon already does, except modifying it to not give lava errors.

How, you ask? I'm cheating, just like OSI did. :P Take a look at the Brit map at at 4212, 574. There is a little lake at the shrine of honesty that uses this type of coast. The cheating comes in by using grass cliffs in certain spots, and making the altitude of the surrounding land slightly higher than normal. Take a look at the above location in-game. You can't really see it. But look at it with WorldForge, and it's plain as day.

I'm going to set the scripts as snow2water-light (for the normal osi coast) and snow2water-dark (for the cliff look), setting the light as default. But if you want to use the dark, and are willing to tweak it to hide the cheat, then the option will be there.

I've got both scripts partially done already, and I'll be finishing them tomorrow (hopefully). This will complete the "lava errors" fix for Dragon. Expect a fixed release of Dragon sometime this week after I test and tweak a couple other things.

-Ryandor


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