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 Post subject: Snow/water
PostPosted: Sun May 22, 2005 3:18 pm 
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Young
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Location: Belgium / Germany
Hallo!

First off: I am really new to worldbuilding. I tried dragon and stuff and found out now that WorldForge is the only tool I can manage to get to work properly.

I am just trying to build my own map and have a problem with WF. I can't find the tiles for the the coast of a snowy island (means water-snow-tiles are not available from what I have seen)

Can somebody tell me anyway how to fix that because it looks reeeeeally bad.

Thanks a lot.

Lia


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 Post subject:
PostPosted: Mon May 23, 2005 9:00 am 
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Master
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Blech! I can't imagine building a whole map in WF... Maybe there's something I'm missing there.

dragon has scripts for these transitions which list the static tiles to use. They are: 0x0306 through 0x0315, 0x02ed, and 0x008d through 0x0095. It also has 0x00aa, but that one's also used as a water tile in the map translation.


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 Post subject:
PostPosted: Mon May 23, 2005 6:42 pm 
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Posting Whore
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0x76D,0x76E, 0x76F, 0x770, 0x771, 0x772, 0x773 are the coastal tiles for snow.

Programs like Dragon auto generate the coastal tiles and the water transition tiles, Worldforge does not. If you can still find the program "UO Coastal" creates these coastal transition tiles for you as well.

Dev

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 Post subject: UO coastal???
PostPosted: Tue May 24, 2005 1:05 am 
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Young
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Hallo,

thanks for the answers.

1. I have to build the world with WF. I can't get Dragon to work nor any other program exept WorldForge. The photoshop file doesn't convert to mul. I don't have a clue why. And yes: it takes some time in WF, but you can directly see what you are doing. And I like the program, it is very easy to use.

2. Does anybody have this UO coastal thing? I can't find it on the internet .

Thanks again.


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 Post subject:
PostPosted: Tue May 24, 2005 1:17 am 
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Master
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If you can give more detailed information as to why dragon isn't working, we may be able to help... Using a decent imaging program makes building the map with dragon very intuitive...


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 Post subject:
PostPosted: Tue May 24, 2005 2:20 am 
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Young
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the map always produces an error when it comes to converting. It gets stuck at some watertile. And when I have to be honest: I am sick of trying ... :oops:
so this coastal programm would be much nicer. :roll:


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 Post subject:
PostPosted: Tue May 24, 2005 8:03 am 
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Google "uocoast", and a couple results down, you'll see this link. The file is there, along with a couple other useful programs.


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 Post subject:
PostPosted: Tue May 24, 2005 8:36 am 
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hey that link has a good collection

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 Post subject:
PostPosted: Tue May 24, 2005 8:40 am 
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Master
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Google is our friend... Many are out of date, though. RunUO Beta 19?


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 Post subject: new prob
PostPosted: Tue May 24, 2005 8:55 am 
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Young
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hehe... as you can see, I am really blond :oops:

I searched with uo coastal and there you find nothing.

Thanks so much for the help.

(*hugs every poster on this thread*)

:wink:

But now new problems:

Do you have to fix the heights of the tiles?
I have 0 water, -15 the coast tile (done by uocoast :D) and the land on 0 and it looks awful.
The coast is great, but the water is still a mess, there are black holes in between.

then I tried with this sandcolored tile (supposed to be a coast tile I think) and it looks even worse.

Can you perhaps lower ALL watertiles with worldforge? that would be great.


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 Post subject:
PostPosted: Tue May 24, 2005 3:44 pm 
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That tool, as far as I know, only works when your water is at an altitude of -5 (as is the case in the original UO map). As for Dragon, there are other alternatives, too, such as my program (found on Sydius.com called TSMC) and Landscaper (or something like that) on Orbsydia.com? or just stick with WF, that is what one of the most famous mapmaker (Xuri) has stubbornly done for the better part of a decade now.

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 Post subject:
PostPosted: Wed May 25, 2005 2:58 am 
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Young
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@sydius: thanks. I think that will help me (*thinks about taking a day off and going back home to try it out*) But do I have to reduce z by clicking on every single watertile now? :shock: That is some work I guess. Because the landtiles have to be higher, or not?

Or I just start the map all over :(

Oh, and something else again.

When I overwrite a tile in WF with another with a different z, is the original tile there or does it automatically vanish? I am quite confused, because in the cave tutorial is written that there are two different caves: one with the moongate as entrance (so that you can see the cave on the map) and the other underneath the "normal" tiles.

I hope you understand what I am asking, I can't explain it better at the moment.

Thanks again for the answer...


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 Post subject:
PostPosted: Wed May 25, 2005 6:52 am 
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Posting Whore
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To make a map you should always start by using the "fill" function in Worldforge and cover the map with water at a z height of -5, then build on top of that.

Dev

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 Post subject:
PostPosted: Wed May 25, 2005 4:15 pm 
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Map0.mul, the file edited by default in WF?s map-editing tool, can only contain one tile at each location, so yes, it vanishes. Caves which are ?underneath? mountains use a technique where ?static? tiles (which appear exactly like the ones available in WF) are placed underneath the mountain tiles in-game ? you can have as many static tiles (AKA items) at each location as you want (well, limited by practicality to a few hundred at most, or by file format to 2^16 - 2).

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