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PostPosted: Thu Oct 20, 2005 2:06 pm 
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Journeyman
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alright, i was toying around in world forge and realized that the coast is built below in that wierd brown stuff at -15 why is that? my theory is that the cliff thing is being dragged down there and since everything likes to cut off overlapping things at 10 z i think that could be the cause for those wierd looking coasts, so my question is....how do i change that brown stuff to -5 instead of -15?


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PostPosted: Thu Oct 20, 2005 3:11 pm 
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Master
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The weird brown tiles have a -15 altitude to propertly display a water border tiles - water static wave tiles will be created at locations of that brown tiles, and considering that that the coast basis lays on 10 altitude points below, wave tiles will lies above coastline tiles. But if brown will have -5 altitude, the altitude of coastline become equal to water border tiles and be overlapping them (in fact of their upmoving from -5 to 0, so trouble will be the same. So it's not a solve of trouble.

Let me explain more clearly on a graphic:
Image
At First image i have draw the original dragon coastline construction method. Brown tile transtiting with a grass creating a coast tile that upwalks from -15 ( brown tile level) to 0 (grass level) above that coast tile is water edge tiles are placing. In fact of that a most of coast tile mass is below water edge, it's overlapped by it.
At Second image you see the trouble that you encounter. Very high grass level with low level of brown tile generating very sharp raising coast tile. In fact of that the very most of the coast tile is above the water edge tile, it lies ABOVE it and overlapping it.
At Third you can see the method you are explained in that topic. Shortly, if you raise up a brown tile to level of water, it with a grass will generate a coast, which will also have a water altitude level, and overlap it Totally.
That a point...

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Last edited by Xenoth on Thu Oct 20, 2005 4:07 pm, edited 1 time in total.

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PostPosted: Thu Oct 20, 2005 3:47 pm 
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Peanut Gallery
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The brown stuff is there for two reasons. First, there has to be a huge change in altitude between the land level and the next tile (under the sea), or else it would overlap the static water tile above it. Second, it serves to differentiate ?shallow? from ?deep? water, though this is server-dependent.

Of course, if the change is too dramatic, then you are able to see parts of the brown underneath, which is no good, either. Generally speaking, the brown stuff should be at 20z below the land level, if I remember correctly.

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PostPosted: Fri Oct 21, 2005 7:24 am 
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Journeyman
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well im at an utter loss, world forge wont let me toy with these things (something weird with the statics) and then the coast stays screwy when i want some regular really tall cliff things on it like OSI has (yes i must have them)

if any of you have tips to how to fix this in World Forge then im all ears because i really dont want 0z coasts that barely show any of the sand stuff and i dont want to spend all that time going back to edit the colors for mod 9+


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PostPosted: Fri Oct 21, 2005 8:18 am 
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There should be a solid ?sand cliff? tile that you can use to extend the cliff.

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PostPosted: Fri Oct 21, 2005 11:03 am 
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Journeyman
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sand cliff? how would i utilize it?


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PostPosted: Fri Oct 21, 2005 11:06 am 
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It is just one of the tiles? look for it in InsideUO or WorldForge. You could put the ?land? level at 0, like Dragon likes, then put the next tile at the altitude you want, but go in and replace the original coast with this extending tile, and then put the coast tile above that? it should allow you to have a high cliff.

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PostPosted: Fri Oct 21, 2005 9:53 pm 
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sounds...........interesting......i guess that will have to be a "when i have time" project.


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PostPosted: Sat Oct 22, 2005 10:23 am 
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The worldforging techniques for fixing mod11 coasts have been posted here, do a search. Admittedly I haven't worked on a fix for having cliffs to coast. Pulling the coast back a tile would work, making the statics further out and so less overlap, but it is going to take trial and error.

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