Ok, I'm ready to unveil the new colortable. Tada!
I had to completely reorganize it from what everyone is used to, because it was such a mess trying to just expand on the old one. So now we have 4 row by 5 column sets for the major groups(grass, forest, jungle, sand, snow, dirt, mountain, cave, cobblestone). So the top left is grass 0,2,4,6,8. The second row starts with grass 10,12,14,16,18. Third 20,22,24,26,28. Fourth 30,32,35,37,40 (I had to do some fudging to still make 0-40 with only 20 swatches). Mountain is the exception 2,5,10,15,20-25,30,35,40,45-50,55,60,65,70-75,80,85,90,100. The minor groups (we've got water,dungeon, black, no-draw, sandstone fp, sandstone brick, red brick, dark wood,lava, furrows, and marble) are in single rows(except black and no-draw which are up and down) with 5 colors, 0,10,20,30,40. ). A few extra terrains (ocean,moss, swamp, light wood, dark sandstone fp, green marble, beige marble, silver marble, flagstone, cavewall, stars, blue tile, red tile, brown brick) at only altitude 0 for completeness. Finally we have grassbump 10,20,30,40- until I can figure out a better way to make ridgelines.
I tryed to give the most bang for the buck and the smoothest ranges I could. This of course requires some serious compromises. While there are some things I'm still not positive shouldn't be changed, my reasoning on a lot of it was- Some tiles are used for only small specific areas. Even if you can only generate it at 0 Z, it is much easier to go in with Worldforge and edit those areas than the kind of widespread common terrains. Not to mention many of the manmade tiles do not have transitions associated with them. I don't have time to label this tonight, but I probably will (in English) with the distribution, as well as a labeled colortable for photoshop, and a ms.pal file. Matonor has already offered to do the German version. Any other bilinguals feel free to convert and distribute in your own language, and in fact if you send it to me I will include it in my own. A big thanks goes out to our own Cal, without his help I would still be struggling with color ranges.
Feedback please. While this is more or less the final, I have to majorly edit the transition table yet again, so there is a small time I will consider suggestions, otherwise it has to wait til mod 11 *snicker*.
While I like to make them part of the map, I think a lot of people have their building foundations as statics so floorplates get less use. A lot of people tend to build towns at 0 Z as well, and again, if you don't it is still easier to simply change altitude in Worldforge for tiles that don't require transitions.
I'll have it available for download tomorrow with the new maptrans.txt (I'm releasing some stuff piecemeal before the full release) Other than that I have to finish converting the transitionscripts to the new improved format and I'm going to give getting the water transitions right one last try.
I had a beach group in there (I know Deadworm wanted this) but I realized it was a waste of a swatch. I am including the script and I'll show you how to make it work. Unless you have a map with huge desert areas, usually desert and beach are not adjacent, so it is easy to seperate them and run the different item scripts by coordinates (see my tutorial on that, somewhere in the tutorials forum)