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 Post subject: swamp tiles not in txt's
PostPosted: Fri Jan 10, 2003 1:56 am 
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Journeyman
Journeyman
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Joined: Thu Jan 09, 2003 10:47 pm
Posts: 95
Location: Australia
Hi
just wondering if there was a good reason there are no swamp edges in Dragon?

I think the swamps look very bare without that green slime stuff..

If there is no good reason, would it be easy to add them?
Could you basicly copy and paste the water edge file and just change the tile id numbers?

Oh Im not talking about the grass2swamp transitions. I mean those green slim edges found under 'ground tiles'. It would look like what osi has.. :)

While Im here.. all the other stuff is missing from the swamp files too. Basicly all the swamp tiles are not in the text. All the sunken braches, stumps etc..

thanks :)


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PostPosted: Fri Jan 10, 2003 6:45 am 
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Not your daddy
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Joined: Mon Nov 18, 2002 2:18 am
Posts: 1224
Location: Oregon State
I simply make a swamp, and add in 'strips' of grass within the swamp. If you keep the grass strips narrow enough to still make the swamp2Grass transitions around it, you will get an OSI style swamp. Altough, I recommend that you add that grass you place in the swamp to the Swamp MapTrans and Group, so you dont have missint swamp Statics within the grass area.

As for the swamp items, they are simple to add in..

// Cyprus Tree
0002 0cf8 0000 0000 0000 0000

// Sunken Log
0001 3251 0000 0000 0000 0000

etc

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 Post subject:
PostPosted: Fri Jan 10, 2003 6:52 am 
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Not your daddy
Not your daddy

Joined: Mon Nov 18, 2002 2:18 am
Posts: 1224
Location: Oregon State
Oh, If you add in those swamp tiles, you will not want to add grass to the swamp group. you would get those tiles in grass as well.

Just place the grass, and you can add in swamp stuff if needed on the grass strips, and freeze it.

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Forget what you know, know what you forget.


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 Post subject:
PostPosted: Fri Jan 10, 2003 6:38 pm 
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Journeyman
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Joined: Thu Jan 09, 2003 10:47 pm
Posts: 95
Location: Australia
Thanks again :)

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