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PostPosted: Mon Dec 20, 2004 6:32 pm 
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Young
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Okay, I just got photoshop 7 and have been playing with it for making a new map. I used the mapactions that were with Dragon Mod11. I loaded the Dragon-Mod11.ACT for my color table. I used the lasso and made a large landmass and filled with my grass 0. I saved my map and ran it through Dragon Mod11 and everything seemed to work fine except the coastlines. I had made some maps using mspaint to practice with prior to getting photohop 7 and used Mod9 and didnt have the same problems. So I decided to run the map through Mod9 to see what I would get. Here are the results
Image
I tripled checked to make sure that I was using the grass 0 and that the water was water -5 and I was. What have I done wrong here? Any help on this is greatly appreciated. Thank you in advance.

Edit: I forgot to mention, I did run both through Dragonsp.


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PostPosted: Mon Dec 20, 2004 9:02 pm 
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Mod 11 used 2 types of water, one for ocean and one for coast. Did you outline the landmasses with the coastal water tiles?

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PostPosted: Mon Dec 20, 2004 10:08 pm 
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Young
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Ah, I didnt know that. I saw the 2 different water -5's, didnt really know there was a difference. Thank you so much, I will go through and do the 2nd water -5 and see what happens. I really appreciate the help.


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PostPosted: Tue Dec 21, 2004 2:13 am 
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Young
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Well, I went in and put in the 2nd water -5 around my landmass, and this is the result. Im not sure if this is the way it is supposed to look or if Im still doing something wrong. I really do appreciate the help.

Thank you
Image


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PostPosted: Tue Dec 21, 2004 3:30 pm 
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Slayer of Fools
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Yes, it is.
Unfortunately there was no way in Dragon for me to not have a transition to the ocean from water without even more extensively rewriting redundant scripts so this is a side effect.

You might want to try UO Landscaper, it does the coastlines in a similar way (I wrote the scripts for it), except without the extra transition to ocean and we also found a way around the blockiness.

I've heard nothing but complaints really since DKnight released it, but bear in mind it is in a much earlier stage of beta than Dragon (very few people had UOL to try out until about a month ago).

You can get it from orbsydia.org.

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PostPosted: Tue Dec 21, 2004 8:16 pm 
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Young
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Thank you so much for your help on this. Though I was wondering, I really like the coastlines for Mod9 but I like the remaining things Ive seen so far in Mod11, would it be possible for me to use the coast stuff for mod9 but the rest of mod 11? (I dont know if I worded that right)


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PostPosted: Tue Dec 21, 2004 11:10 pm 
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Slayer of Fools
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Not without some scripting work. You would have to copy the water scripts from mod9 (actually any version mod 9 or before, the water scripts are all default Dragon scripts) and then make some changes to more than a few files.

I never intended for the mod 11 coastlines to be 1 step. Because there are flaws in the prior scripts that cannot be worked out, I made these to ease fixing them in Worldforge after you compile.

UOL does it all in 1 step, however the transition for differences of more than 5 Z aren't worked out yet, so you can't make steep cliffs next to water.

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PostPosted: Wed Dec 22, 2004 12:41 am 
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Young
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Thank you very much. Ive never used UOL and Im just trying to get the hang of worldforge. Ive downloaded like 7 different ones all from different locations and they all seemed to be a little different. Some I cant even get to work. I finally got one to work, but the pallet doesnt seem to have much, unless that is how it is supposed to be. There are no water transition looking tiles if you know what I mean. Also, nothing with like the snow cave walls, like in Ice dungeon. Im still really new to this, so I really do appreciate all your help and advice.


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PostPosted: Wed Dec 22, 2004 7:33 am 
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The snow cave walls are not actually walls at all, they are simply "tuffs" of the snow tiles used for mountains.

You can create the same effect with worldforge after the basic map is done by going in and changing the tiles (or drawing new ones around the edge) of tiles 010c through 0117 and increasing the z height to 25-30.

Most of the finer detail tiles require hand editing with worldforge. Which is still my primary means of finishing maps. Not that I've ever finished any of the 900 plus ones that I've started... :P Their just to much fun to make and no fun to finish hehe.

Dev

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PostPosted: Wed Dec 22, 2004 11:26 am 
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LOL, I know what you mean about the WF thing. Opensource like anything else, has its down sides and its up sides. Version control is one of the downsides.

Punt is steadily improving his version, also at Orbsydia.org...it does a lot more things than the others, although it still needs polishing, but he is actively working on it. There are still times when I find the other versions more useful, especially since the overhead map to jump around quickly was not something Punt had in (I think he does now, I've been Morrowind modding and not doing UO maps in a few months so I haven't kept up).

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PostPosted: Wed Dec 22, 2004 11:51 am 
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Young
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I would like to that both of you for your help with this. I had never changed the altitude of a land tile before in WF before, I tried it and now I see how its done. Im going through and making a more complete list for the palette, so I think that will be better for me. I have no clue what version of WF I have, nowhere in it says a version, its just downloaded as wforge. I had one, but it wasnt really user friendly with RunUO I guess. The guy told me I had to use UOX3 to use that version. Anyway, thank you so much for all the help. Hopefully someday I will know enough to be able to help someone if needed. :)


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PostPosted: Sat Jan 01, 2005 7:58 pm 
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i am pretty familiar with worldforge not an expert but am willing ot answer what i know about it. I use it and a coastline program for the coastlines.


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PostPosted: Tue Jan 04, 2005 4:38 pm 
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I get the same error, when using Mod 9, I get a coastline surrounded in brown and when using the mod 11 I get the same error as she had at the top post.

Using MSpaint can I still fixt this problem ?

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PostPosted: Tue Jan 04, 2005 7:36 pm 
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I have never used Mod 11 myself, I stick to Mod9+plus since that is where I made all my custom scripts and changes.

As long as you havent started building towns or anything other than basic land mass it is never to late. Just erase and do it again until it looks proper.

What sort of "brown" are you getting? Can you post a link so we can see?

If your shore looks like the image in the first post then you simply need to use the "ocean" tiles around the land masses to solve that problem.

Dev

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