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 Post subject: Req for a small tutorial
PostPosted: Wed Nov 26, 2003 8:00 am 
Hi all

I was looking around and didnt see or didnt do a good enough search for a way to make waterfalls. I was wondering if someone could maybe put together a small tutorial on this subject. noobs like myself would be greatful im sure :)


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 Post subject:
PostPosted: Wed Nov 26, 2003 12:29 pm 
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Not your daddy
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Water falls are all items in game. You need to place them, and freeze them into the statics. Its somthing that just takes some trial and error.
But if you look at the waterfall groups, youll notice there are several of the same item.. basicly the first one of each item group is the animated one, that you want to use. the others are the animation frame's to that item.

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 Post subject:
PostPosted: Wed Nov 26, 2003 3:58 pm 
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Has anyone ever gotten the waterfall transition in Dragon to actually work?

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 Post subject:
PostPosted: Thu Nov 27, 2003 2:13 pm 
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perhaps someone could help this guy by telling him some appropriate tiles to get started?

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 Post subject:
PostPosted: Thu Nov 27, 2003 2:17 pm 
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Cal wrote:
perhaps someone could help this guy by telling him some appropriate tiles to get started?


Find a section of waterfall on OSI map that you like.
Load up your poison of choice and teleport to that spot.
Unfreeze the statics in that area (again with your poison of choice) and analyze them.
Since I don't know what emu you use or what your given experience with which tools are I can't tell you more than that at the moment.

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PostPosted: Thu Nov 27, 2003 2:20 pm 
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good call :D

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 Post subject:
PostPosted: Fri Nov 28, 2003 11:43 am 
thx for the info, sorry i have been gone for abit. i know most of what you are saying Storm. So waterfalls in UO are like the old doom and halflife textures( kinda) tile01, tile02, tile03 and so on make up the animation, ok cool. oh and im running RunUO beta 36. btw i asume that by unfreezeing the spot i want i can get the tile ID#. if so cool :) also what the MAX hight i can have a waterfall and still make it to the ground without haveing any tiered lvls?


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 Post subject:
PostPosted: Fri Nov 28, 2003 12:04 pm 
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I see what you mean by the Doom/HL animated textures. Yes, it's kinda like that. Each 6 is a "set".

I don't think you actually need to melt to get the tileid's. a [prop will give map and static info as well.

Each waterfall tile is 5 (z) high. so if you had a river/lake at 10, going to the ocean at -5, you'd need 3 tiles of waterfall.

Ryandor


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 Post subject:
PostPosted: Fri Nov 28, 2003 1:41 pm 
Fantastic, thx :)


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