Ryandor.com

Forums
It is currently Sat Jul 05, 2025 2:31 am

All times are UTC - 7 hours [ DST ]




Post new topic Reply to topic  [ 5 posts ] 
Author Message
PostPosted: Fri Aug 20, 2004 4:45 pm 
Offline
Apprentice
Apprentice

Joined: Wed Jul 14, 2004 4:27 pm
Posts: 30
Hey folks, I know there's been a lot of agonizing over NW coasts with Mod 11. I ran into a *very* helpful tip at Orbsydia that I haven't seen posted here yet, so I thought I'd put a link to it. One minor change can make coasts which, though still not perfect, are a vast improvement over the blocky NW shores that we've all been dealing with thus far. So far I've tried it with grass, and it works great!

Here's the link: http://forum.orbsydia.com/showthread.php?t=1350

Let me know if you have any problems or questions. ^_^

Hope this helps,
-Janice
aka Sparkle!


Top
 Profile  
 
 Post subject:
PostPosted: Fri Aug 20, 2004 8:00 pm 
Offline
Slayer of Fools
Slayer of Fools
User avatar

Joined: Tue Jul 02, 2002 4:54 pm
Posts: 1289
I've tryed it. I don't consider it to be an improvement. What I have in the scripts is the correct tile at the correct altitude. The problem is the land the next tile in from that. The way to fix it is to semi-randomly change the altitude on those tiles in Worldforge to altitudes between -3 and 0 as described here: http://www.ryandor.com/forum/viewtopic. ... highlight= Look for the screenshots near the bottom.

Unless someone gives me a 5x5 grid for shore calculations instead of 3x3 there isn't much that can be done about the problem. For those people who think it's too much work, well do you want a halfassed map or a good map? How many finished maps are you going to make for your shard? Most of us oldtimers have spent years on the same map, mainly because we didn't have the tools that are available today, but also because of attention to small details.

_________________
This space for rent.


Top
 Profile  
 
 Post subject:
PostPosted: Thu Dec 09, 2004 12:19 am 
Offline
Community Guy

Joined: Mon Jan 12, 2004 2:20 am
Posts: 205
Location: United States, MI
Hey Stormcrow.

So what you're saying is that this is possible to do in Dragon, but nobody has done it yet?

If this is the case, I'll make you a deal. You figure out why I can't seem to get map2bmp working, and I'll write whatever formulas you need for dragon to make perfect coasts. Actually I'll do it even if map2bmp works on my computer. Perfect coasts?!!! That would be great!

I've used dragon to import my own custom tiles before when I created my own underworld, so I know how the concept for transitions work. (Actually, you're the one who explained the confusing parts to me.)

So let me know man. If this is possible to do in Dragon, I volunteer.

_________________
Better Deader


Top
 Profile  
 
 Post subject:
PostPosted: Thu Dec 09, 2004 1:42 am 
Offline
Slayer of Fools
Slayer of Fools
User avatar

Joined: Tue Jul 02, 2002 4:54 pm
Posts: 1289
Well as for the m2b problem, check your pm's.

DKnight wrote me a check for certain conditions that made UOL not even have to use a 5x5 grid and it works as I intended. It randomizes the coastline in those specific spots a few Z that removes the blockiness.

The only way you are going to make Dragon do this is if you have the sourcecode.

_________________
This space for rent.


Top
 Profile  
 
 Post subject:
PostPosted: Fri Dec 10, 2004 6:41 pm 
Offline
Community Guy

Joined: Mon Jan 12, 2004 2:20 am
Posts: 205
Location: United States, MI
Stormcrow wrote:
The only way you are going to make Dragon do this is if you have the sourcecode.


Eh... Figured as much. I really couldn't remember if that was possible with Dragon out of the box anyway. I considered the fact that it might be but people just hadn't wanted to take the time to do a five block using Dragon... can you imagine all of the painstaking hours of writing all those values in order and then having to troubleshoot where you went wrong?

:lol:

_________________
Better Deader


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 5 posts ] 

All times are UTC - 7 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 3 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group