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 Post subject: Grass bumps
PostPosted: Sun Mar 27, 2005 1:16 pm 
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Young
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Joined: Sun Mar 27, 2005 10:39 am
Posts: 8
Hi, i know that this object was of few discussions, but i couldnt find actual pictures on forum, so almost all text was not useful for me.
Accually i'd like to know how to make a water-grass transition, with the pale dirt, not (as i always have) dark dirt under grass.
Image


Another question is: How to make cliffs/hills on grass or snow? i use dragon mod9 and dont know how to do it... can u help me please?
Image


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 Post subject:
PostPosted: Sun Mar 27, 2005 4:23 pm 
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Posting Whore
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Location: Colorado Springs, Co.
The grass bumps for mod 9+ are explained in the PDF tutorial made by Ryandor, you can find it here;

http://www.ryandor.com/files/makingmaps.11.pdf

As for the pale dirt you can try editing the Dragon files to switch from the dark to the lighter shore.

Open your dragon folder and you will see a file called "betweentrans.txt" open the file with notepad and look down till you see the following section;

00 18 grass2swamp.txt
// light coasts
//00 02 grass2water-light.txt
// dark coasts
00 02 grass2water-dark.txt
08 09 jungle2dirt.txt

All you need to do is change that to this;

00 18 grass2swamp.txt
// light coasts
00 02 grass2water-light.txt
// dark coasts
//00 02 grass2water-dark.txt
08 09 jungle2dirt.txt

Please note that this will change all the shore lines on your map.

Dev

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 Post subject:
PostPosted: Sun Mar 27, 2005 4:49 pm 
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Young
Young

Joined: Sun Mar 27, 2005 10:39 am
Posts: 8
Thank You much, very helped me.

But lets go back to first part of my question - i have read this tutorial, and i forgot to write following: When i create this grass-grass bumps, i want to make a passable passage to this - lets say - created hill. But its overbuilded with a unpassable cliff.. how can i do this passage?

And another ascpect of my question (sorry for pooor english): How can I do a cliff that isnt round nor another closed shape, but a line - that starts from grass and end at grass, and it have grass on both sides? Is this possible? I think i have seen such thing on original sosaria map, S from Tsinsic.


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 Post subject:
PostPosted: Sun Mar 27, 2005 6:25 pm 
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Posting Whore
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Location: Colorado Springs, Co.
Ahh to make a walk-able area across the bumps just use worldforge and make a 3 tile wide grass or dirt path trimmed with the correct berm tiles.

It is not as hard as it sounds and all you really need is the x and y locations to the locations you wish to edit and the proper z elevation in worldforge.

To answer your second question you can do that in Dragon. Just paint a 3 tile wide line as long as you would like the cliff to be then paint the hill behind it or you can cut into an existing hill by painting the line for the cliff then just painting a lower terrain on one side of it, Dragon will do the rest of the work.

Dev

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 Post subject:
PostPosted: Mon Mar 28, 2005 5:49 am 
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Young
Young

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I quite can't understand about line-cliffs. Which colour should i use to paint 3 tile-width line? And which colour should be behind it? I'd be very grateful for a little screenshot from graphic program with this thing done..


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 Post subject:
PostPosted: Mon Mar 28, 2005 8:06 am 
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Posting Whore
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Ever make a sandwhich? Making hills works the same.

Layer your different elevations just like you would to make a sandwhich then just cut the sandwhich in half and remove one half of it.

You will "cut" the sandwhich in half with the "Mountain" color of -2 to -5z lower than the highest grass color.

So if your hill is 50z high you want to cut it in half with mountian colors first starting with the closest to the base elevation, then make another mountain line on top of that one making another sandwhich but making the lines end -2 to -5z, so your mountain elevations will look like this

5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 50, 50, 50, 50, 45, 40, 35, 30, 25, 20, 15, 10, 5

Your ground elevations should look almost the same but +5z elevation so the grass "flops" over the cliff properly.

10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 55, 55, 55, 55, then back down again.

If the line of mountain tiles are going north to south | or east to west --- then you only need 1 pixel wide mountains. If you try to run it at an angle then you will need at least 2-3 or you will get the checkerboard effect.

Sorry but I'm not going to create a map just to show the method of making a hill. If this does not help I would recommend that you simply open up your photoshop and do some experimenting, thats how I learned.

Make a solid grass map and paint different terrain combinations and various elevations then you will be able to "see" these in your own mind which is required for making a useable map.

Dev

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 Post subject:
PostPosted: Mon Mar 28, 2005 8:25 am 
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Young
Young

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Posts: 8
Ok I see, will be experimenting this evening, Thanks again for help. I'll write here later about my future achievments or failures.


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 Post subject:
PostPosted: Mon Mar 28, 2005 3:25 pm 
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Young
Young

Joined: Sun Mar 27, 2005 10:39 am
Posts: 8
I just cant make it... All that i managed to do is this:

Image

I dont understand why should it look like a cliff on this screen:

Image

But ofcourse cliff on my own map shouldn't be broken, but straight. Anyway, it doesn't even look similiar:/


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 Post subject:
PostPosted: Mon Mar 28, 2005 6:25 pm 
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Posting Whore
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Location: Colorado Springs, Co.
LOL! I thought you wanted rock cliffs! :lol:

To do the "Grass Bumps" you simply need to paint it on the photoshop BMP using the "Grass Bump" colors in Dragon, should be 5th from the bottom row.

You can edit the map later after compiling it in Dragon using Worldforge to round out one side like you would to make a path if required.

Your map above looks close but you forgot to remove one side of the hill is all so you more or less made a big "crack" in the ground. If you take the same .bmp image and paint over the south end of that image with a lower elevation of grass it will look like a cliff.

Dev

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 Post subject:
PostPosted: Tue Mar 29, 2005 3:28 am 
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Young
Young

Joined: Sun Mar 27, 2005 10:39 am
Posts: 8
Thanx, now i know all i needed, and i got bonus info about those rock cliffs:D Useful, thx gain. I will surely write another questions some day,
regards:)


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 Post subject:
PostPosted: Tue Mar 29, 2005 6:01 pm 
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Slayer of Fools
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Those screenshots are from mod11. I set the scripts up a bit differently so the technique to use differs between mod 9 and mod 11.
The way it works (if I remember correctely; it was quite a while ago) is that grassbump only makes cliff transitions to other grassbump. So you lay down grassbump 0 around grassbump 10 or 20 or 30 and it makes cliffs. Also the grassbump 0 can be used next to water instead of normal grass to make the light coasts. To make walkways in between cliffs you just use normal grass (or other terrain if you like) and it won't make the cliffs.

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 Post subject:
PostPosted: Tue Mar 29, 2005 6:23 pm 
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Posting Whore
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Ahh that makes it a lot simpler. Hmm maybe I should play around with MOD11 more.

Any new updates for Mod11?

Dev

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 Post subject:
PostPosted: Wed Mar 30, 2005 7:41 pm 
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No, I haven't done anything in a long time. I got busy writing scripts for UOL and then pretty much dropped out of the whole emu scene. First for Morrowind modding, then because of work. Now I just keep an eye on these forums and play RTW when I have time.

You may want to redownload though, because you probably got it early and I did do a few small updates here and there. Mostly some little script fixes.

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 Post subject:
PostPosted: Wed Mar 30, 2005 11:23 pm 
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Posting Whore
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Kewl thanks :)

Dev

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 Post subject:
PostPosted: Thu Mar 31, 2005 9:33 am 
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Young
Young

Joined: Sun Mar 27, 2005 10:39 am
Posts: 8
Yeah great! BTW - is possible to make a bmp file with drawn map, exported from existing map0.mul file?


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 Post subject:
PostPosted: Thu Mar 31, 2005 3:23 pm 
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Slayer of Fools
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Sorta....
I have a mostly finished maptrans for the map2bmp converter. It has to be run from its own directory. You also need to have an image already setup with the right color tables to use as your output. It works with Mod11 ONLY. You can download it (along with mod11) from http://stormcrow.ryandor.com/
There is a conversion of map0.mul to bmp for download as well. It has some bad spots, mostly transitions of T2A as well as jungle from the main map, but with a little editing it produces a map pretty close to the original. The main differences aside from untranslated tiles are that there are height limits due to the palette size. So like Lord British's castle which should be at 60 or so is at 30. The brick paths running through Britain are at heights of 10,20 and 30 with no smooth transitions in between and not up to the proper height where it should be. Things like that.

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 Post subject:
PostPosted: Fri Apr 01, 2005 6:02 am 
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Young
Young

Joined: Sun Mar 27, 2005 10:39 am
Posts: 8
Very well, it'd be useful, thankx!


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