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 Post subject: Dragon lava transitions
PostPosted: Thu May 19, 2005 2:27 am 
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Master
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Joined: Tue May 17, 2005 12:23 am
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Just a quick note with a few questions. I'm developing the underworld in a FFIV map, so I'm using lava-mountain transitions. At first, I couldn't find them (mod11 doesn't include them), so I tried making them, using the transition files from UOL. I made the static transitions using static IDs 0x1321 through 0x134b, or thereabouts, just changing the static IDs from UOL from decimal to hex, after checking with InsideUO that those were in fact the correct static tiles. However, when I got into the map to poke around, none of the tiles were correct (they were plaster walls). Long story short, the static file (*.scp) that dragon produced was chopping off the last hex digit of the tile IDs, so they all ended up being 0x0132 through 0x0134... I tracked this back to the fact that UOL uses 9-letter trasition codes and dragon uses 8-letter codes (leaving out the middle tile in the 3x3 area). Ofcourse, this was after I found this post:http://www.ryandor.com/forum/viewtopic.php?t=1794&highlight=lava+transitions and got an older transition script.

Now the question. Is there a difference between the 0x1321-0x134b range tiles that I (finally) got working and the 0x3286-0x32a0 range tiles used in dragon mod10? I'm kind of proud of myself for figuring all this out, but why have two sets of seemingly identical tiles?


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 Post subject:
PostPosted: Thu May 19, 2005 6:30 am 
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Posting Whore
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Joined: Fri Aug 29, 2003 6:21 pm
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None of the tiles are identicle, each has different tile properties if you look at them with various programs. Some are animated and others are not, others are actual heat sources while others are just for decoration etc.

If these tiles prove to be a problem in Dragon for you give UOL or Worldforge. They will get the job done with little fuss.

There is "no" one program that can do everything for you so bouncing back and forth to do a completed map is something we all just get used to.

Dev

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 Post subject:
PostPosted: Thu May 19, 2005 10:17 am 
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Master
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Joined: Tue May 17, 2005 12:23 am
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Well, it's not really a problem. Like I said, I got everything working using mod10 transition files, and then I figured out why mine weren't working and fixed them. I'll poke around a bit more to find the differences. I guess part of me just wanted to hear that there was a difference before I sat and stared at tile properties...

I'm actually enjoying getting all the programs to work together. It's interesting to compare how dragon does stuff vs. how UOL does the same (like the 8- vs. 9-letter transition codes). Now that I know that, I'm going to look through the transitions for each program and make sure that dragon has all of the 2-way transitions.

I'm pretty sure dragon will remain my tool of choice for basic mapping, but I'm going to get/stay competent with other programs.

Thanks for the info, Dev.


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 Post subject:
PostPosted: Sat May 21, 2005 6:34 am 
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Slayer of Fools
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I was in the middle of doing the lava and star trans for mod11 (along with the rest of the special static trans) when I stopped working on it.
Because 90% of the transitions in the 1st release of UOL were done by me, the lava was probably in the same shape, although I don't know what Irro or whoever else has picked up the torch since has done.

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