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 Post subject: Town tile colours?
PostPosted: Wed May 04, 2005 2:53 pm 
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I was wondering... In Photoshop, i'm making the map (following the tutorial...). And i'm stuck at 6. Towns and Roads...

What tiles in the following picture would I use for my town(s)?

Image

All thanks appreciated, Thanks.
-Azmodan

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PostPosted: Wed May 04, 2005 3:26 pm 
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well that would depend on what you want your roads to look like i would think. If your looking for cobblestone roads use the cobblestone tiles according to your elevation. if you want sand stone floors then sandstone etc...

As for the town itself what i do is when i know where i want a building and how big i generally want it i just use dirtfor the flooring kind of like a "pad" so to speak so i know where to send my builders.

Also I use worldforge alot for this process. Don't ask why but i feel more comfortable with it. hope this helps a bit. Im sure more knowledgeable people will andwer you down the road...


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PostPosted: Wed May 04, 2005 3:47 pm 
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Aragel wrote:
well that would depend on what you want your roads to look like i would think. If your looking for cobblestone roads use the cobblestone tiles according to your elevation. if you want sand stone floors then sandstone etc...

As for the town itself what i do is when i know where i want a building and how big i generally want it i just use dirtfor the flooring kind of like a "pad" so to speak so i know where to send my builders.

Also I use worldforge alot for this process. Don't ask why but i feel more comfortable with it. hope this helps a bit. Im sure more knowledgeable people will andwer you down the road...


Ahh, I see. That clears up a good portion of my stupidity :P lmao. What are floorplates though? And the brown colour near the top (the 3rd row down, after the water), and also the one to the right of the floorplates?

Thanks again.

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PostPosted: Wed May 04, 2005 4:04 pm 
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Probably the kinds of tiles you walk on, like sandstone etc.

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PostPosted: Wed May 04, 2005 5:14 pm 
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Sydius wrote:
Probably the kinds of tiles you walk on, like sandstone etc.


Do i get to pick what tile it becomes then? Or would it like automatically become a certain tile, since sandstone already is a tile type it's kinda a given. But "floorplates" aren't any type of tile that i can see...

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PostPosted: Wed May 04, 2005 5:41 pm 
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Replace the word "plates" with "tiles" probably... I have never used dragon, but I am willing to wager that they represent the square tiles (like the 3 shades of gray, sandstone, etc.).

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PostPosted: Wed May 04, 2005 5:42 pm 
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Just put one of each in an area, and see for yourself what they become.

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PostPosted: Wed May 04, 2005 5:42 pm 
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Sydius wrote:
Just put one of each in an area, and see for yourself what they become.


:\ Alright. lol Thanks!

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PostPosted: Thu May 05, 2005 8:40 am 
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The best thing to do really is to make a small section of your map and use all the colours at the same elevation so you can see what transitions will be generated and what wont, and what each colour on the map generates when you run it through dragon.

Just as sydius sugguested :)

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 Post subject:
PostPosted: Thu May 05, 2005 9:28 pm 
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i think (and thats dangerous enough in its own) floorplates are done in elevations rather than types more or less. What i would honestly do in your case (and I wish I still had it saved) is take and make a swatch in game of what each one does as explained above shortly, and make your own Key code by picture. it takes time out of your day, but your mind will thank you for it in the end.

the floor plates yes are the grey stone and the light stone walking squares.


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 Post subject:
PostPosted: Tue May 17, 2005 11:00 am 
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I found it very useful to browse through the maptrans.txt file. It lists lines like the following:
Code:
// ****************************
// 00 = Grass
// ****************************

00 00 000 0003 0004 0005 0006
01 00 002 0003 0004 0005 0006
where the first column represents the color index, the second column is the group, the third is the elevation, and the last three are possible tile IDs.

The color index runs from 00 to ff (they are hex), with 256 values (8-bit image). When you look at a palette that is 16x16 colors, the first digit is the row, and the second is the column.

You can then know which color index will produce which tiles (or change them however you like) by looking up the tiles using any number of programs (WorldForge, InsideUO, etc.).

Combine this with what Sydius said, and you're set.


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 Post subject:
PostPosted: Tue May 17, 2005 1:23 pm 
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heh thats all just jumble to me

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 Post subject:
PostPosted: Thu May 19, 2005 11:35 am 
this post should be made a sticky


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 Post subject:
PostPosted: Sat May 21, 2005 6:29 am 
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The first row that just says "floorplates" are the 3 shades of gray (light, dark, brownish) that you usually see in dungeons. The last one I think (because in mod11 I totally revamped everything) will transition to black by making dungeon walls. The sandstone floorplates are the kind you see in Trinsic for the pathways, they will also trans to black and make sandstone walls. Then you have the marble, which is the white marble like in Wind. Again it trans to black and makes walls.
Any of them are fine to use for your towns. We only trans to black to make walls because it would be impossible to place doors and windows where you want them if we had it trans to dirt and grass.

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