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 Post subject:
PostPosted: Tue Oct 21, 2003 7:47 pm 
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That would be great about adding more floor tiles. Not trying to angry anyone, but is this going be soon or a few weeks down the road. I'm getting close to finishing my map, the dragon process. Ryandor if there some grunt work I can do for ya email me. Your site has helped me alot and I don't mind giving back.


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PostPosted: Tue Oct 21, 2003 8:00 pm 
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If you can create transition scripts, that would be great.
I'm needing a sand2water-light transition script that does beaches like:
Image

There's a recent post by Tim that requested this, so it needs to be done.

Another thing that I could use help with:
transition scripts for wood floors (both light and dark) so that the proper "trim" wood is put down.

Any other suggestions as well are welcome, provided that could be of general use.

-Ryandor


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PostPosted: Tue Oct 21, 2003 9:36 pm 
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UPDATED OCT 25
Here's the new color-table in progress.
From here, if you have suggestions, please let me know.
There's quite a bit of open space in here now.

Image

Please keep in mind, this is a work in progress, being the first stage of the new mod.

-Ryandor


Last edited by Ryandor on Sat Oct 25, 2003 11:20 am, edited 2 times in total.

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PostPosted: Tue Oct 21, 2003 10:09 pm 
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how about adding some more moutain height frankly i could use it, I like to make the illusion of going over mountains, or having castles way up mountains.....90 is good but the more the better...i think we discuessed this before ry? was it not possible due to the progs scripting?

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 Post subject:
PostPosted: Tue Oct 21, 2003 10:53 pm 
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I don't mind helping out with the beach transitions. Just tell me how to get started Oo

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 Post subject:
PostPosted: Wed Oct 22, 2003 12:22 am 
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Figuring out how the transitions work is just a matter of studying the scripts for it. Plus (I think) they are the hardest to figure out.

In the map making tutorial there is a section at the end that explains how these work (the AAABBAAA type of scripts). Read up on that to get a basic idea of how it works, then take a look at the scripts, paying attention to the comments of each section (NE Corner is TileB comments). If you have Excel, you can get a little better of an idea of how it all fits together as well. This is how I build these files (although to be fair I try to aviod it as much as I can).
There's notes in the Excel file as well.
Script Layout Example

If you can wrap your head around this, you can master any other aspect of Dragon.

-Ryandor


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PostPosted: Wed Oct 22, 2003 12:44 am 
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Cal:
As for adding more rock levels, I think there's more than enough now for you to modify as needed. It's expanded to use 22 colors as it is. I'm thinking it's plenty as is.

-Ryandor


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 Post subject:
PostPosted: Wed Oct 22, 2003 2:01 am 
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Ryandor: Will this new mod be using Dragon version 1.05? That would be neat.


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 Post subject:
PostPosted: Wed Oct 22, 2003 11:19 am 
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Yes, mod 10 will be using Dragon 1.05.00 PR6

-Ryandor


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PostPosted: Thu Oct 23, 2003 9:33 pm 
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re: mountains

As you wish Mountain Master Ryandor...


:wink: thants totally cool just figured i'd try, and hey your organizing the mountain colors for us, thats a good enough accomplishment!

Good luck with #10 ry :D

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 Post subject:
PostPosted: Fri Oct 24, 2003 12:45 pm 
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more furrow levels :)

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 Post subject:
PostPosted: Mon Oct 27, 2003 5:38 am 
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Why was the higher water removed? It proved me quite usefull when making water a bit higher in the mountains, such as areas with grass on the mountains where you could walk connected to water :)


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 Post subject:
PostPosted: Mon Oct 27, 2003 10:42 am 
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It's all a matter of compromise. Since there's only a limited amount of colors that can be used, there has to be some that get dropped, so that others can be added.

Notice that the bottom row is empty. That will stay that way so that you can use those to add your own colors.

There's no way that I'd be able to put every color that people would want, but making it so that it's generally useful to everyone is the best plan.

However, all is not lost. There will be an expansion of map making techniques in the future that will allow for specialized colors and maps.

-Ryandor


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 Post subject: Lava -5
PostPosted: Tue Oct 28, 2003 2:27 pm 
I am making a Fallout based shard and could really use a -5 or -2 lava tiles, as well as smoother lava to dirt/sand transition.

Is there a way to implement that?

Thanks


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 Post subject:
PostPosted: Wed Oct 29, 2003 12:32 pm 
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Since that would have limited appeal, I'm not going to add the additional colors for lava. You can, however, add extra colors in the bottom row, integrating it into an existing color group (like lava)

As for the transitions, I'll be looking voer all of them and trying to improve tham as best I can.

-Ryandor


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 Post subject: Thanks
PostPosted: Wed Oct 29, 2003 3:14 pm 
How would I add them to the color chart?
Where would I find the info or example that shows me how to do it?
The transition was my maion concern though.

Thanks again


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 Post subject:
PostPosted: Wed Oct 29, 2003 4:26 pm 
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You'll find this information when the new mod is released. I'll be writing some more tutorials for it at that time.

-Ryandor


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 Post subject:
PostPosted: Wed Oct 29, 2003 5:10 pm 
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Any ETA on Mod 10 at this point? :)

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 Post subject:
PostPosted: Wed Oct 29, 2003 5:17 pm 
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I'm hoping for a Dec 1st final release, however there will be an early release of the color table and some scripts sooner than that, for people to test with. (also so you can actually start a bmp if you want)

Best estimate is begginning of next week for the final colortable.


-Ryandor


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 Post subject:
PostPosted: Wed Oct 29, 2003 6:11 pm 
Thanks Ry


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 Post subject:
PostPosted: Thu Oct 30, 2003 1:46 am 
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Ry, There is no transition for the beach. It's just the statics and bedrock but the sand doesn't change. I tryed some time ago to get this to work but it seems to be a program limitation. My beach terrain group and my desert terrain group once Dragon did first phase of compiling it could not differentiate between them.

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 Post subject:
PostPosted: Thu Oct 30, 2003 3:36 am 
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You're right. It requires a different approach to making the transition, as I've since discovered. I'm got a possible way around this, but haven't played with it yet. Something along the way of how the dungeon walls are placed in the black2dungeon floorplates transition. Just a simple translation with just a 100% item add (water coastline statics) along the edge. There'd be no brown tiles underneath, however, possibly leading to other problems.

-Ryandor


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 Post subject:
PostPosted: Thu Oct 30, 2003 3:11 pm 
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i agree that this is a hard thing to get done! but i know it's not impossible we do everything osi does and better, and they have made bad-ass beaches. For an example you can south of vesper or britain they both have beaches......and quite well done beaches, but knowing osi it only took em 5 years. Good luck on this one everyone!

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 Post subject:
PostPosted: Sat Nov 01, 2003 1:31 pm 
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Location: Canada Eh?
I understand from other posts that the forest scripts for DragonSP are being reworked more to OSI-spec, denser forests and such. I may have misunderstood though.

But thats not my suggestion. How about a new color for "dead" forests? You know, trees without leaves, dead and decaying undergrowth.... a forest that would fit the wasteland terrain.

And maybe one for snow as well...

Of course, these could be easily made by converting exisitng forest scripts to use new items, and just adding a color to use the new scripts... right?

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 Post subject:
PostPosted: Sat Nov 01, 2003 1:38 pm 
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These would be item scripts, and will be optional changes that you can put into place. You'll notice here that you'll be able to change to alternative tile groups. The items will be along the same thing.

The documentation for mod 10 will explain how these things work.

Additionally, I'll mention that there is a graveyard item script that you could use as a base to create this with mod 9

-Ryandor


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