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PostPosted: Mon Jan 26, 2004 10:25 am 
how could I do this, so I can make my own, but treasure maps and escorts and moongates all still work?
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PostPosted: Mon Jan 26, 2004 5:21 pm 
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Young
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My sudjestion, is run the defult OSI map0.mul without the defult statics, so build new ones in dragonsp, the same way you would do it if you had just made a map0 but just use the defult one :D

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PostPosted: Mon Jan 26, 2004 5:52 pm 
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The Defenestrator
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Problem with that is that you need the exact same map as OSI has in BMP format. Else you'll clear out your statics and have not even a tree left on the whole map and the transitions fucked up. So its kindof impossible without the OSI map. I think sydius' program can take care of map2bmp conversions, which dragon can't do that well.


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PostPosted: Mon Jan 26, 2004 7:12 pm 
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Actually I'd like to direct you all to a link.

http://members.cox.net/darkshard/maps.html

Imprint's site. There's a map there with Brittania, Malas, and Ilshenar all rolled into one.

Of course you could edit it to your liking.

This is the route I suggest you take flowerbuddy. Use Dragon to generate the map, then use some precreated worldfile.

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PostPosted: Mon Jan 26, 2004 10:17 pm 
I had seen that, but wasnt sure if it kept everything in the same place or was a smaller version


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PostPosted: Mon Jan 26, 2004 10:36 pm 
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I honestly don't know flowerbuddy. But it couldn't hurt to try. It's actually your best bet because any other map editing program I know of aside from world forge or map editor isn't going to correctly change the osi map very effectively. I don't think it's possible to change the osi map into a bmp file. I could be wrong. But recompiling it back to a map with Dragon after editing the cities out of the image would seem like a pain to me.

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PostPosted: Tue Jan 27, 2004 4:15 am 
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The Defenestrator
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Seeing as dragon randomly places trees and other statics on the defined areas (Forest ares etc.) you can never be sure if everything will look the same. As for the map: It will mostly look the same as the OSI map (I believe). If you have certain buildings made, or player houses scattered over your shard then I suggest whiping them all and making a new map. That would always be best.


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PostPosted: Tue Jan 27, 2004 6:48 pm 
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contray to popular belief....the trees...and the buildings....are in different files.

You can use world forge to erase one static file without the other...in essence wiping the buildings and leaving the trees :D

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PostPosted: Wed Jan 28, 2004 4:57 pm 
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Grand Master
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You could always melt the entire statics files and remove all the specific types of items you don't want, or just nuke specific areas while in-game (like the cities themselves) with a nuke/wipe/whatever command your emulator has. DragonSCPCleaner that's linked around here somewhere works not just for dragon scripts but also worldfiles in sphere format, and probably uox as well.... that'd be good for deleting specific items from the entire place at once.

Cal, what files would those be? Our trees and buildings are all together in statics :)


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PostPosted: Wed Jan 28, 2004 9:34 pm 
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Slayer of Fools
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The place where it gets messy are the coastlines. If you don't have the coasts exact then the statics will not be right.

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PostPosted: Wed Jan 28, 2004 9:47 pm 
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Well, I havn't seen a tool yet that would work with runuo like dragonscp cleaner and worldforge and multool work with sphere RoseThorn. The item files are alot different.

I do know that you can still save parts of the world from the statics and then patch them back into the statics. Which would allow you to edit and remove things from those worldfiles in a text format. That way you don't destroy those coastlines. You have to admit, osi does have some nice coastlines.

If he was using Sphere then yes that would work wonderfully, but there is only one problem. The tiles for the cities are a part of the osi map. Which means the cities wouldn't be there but the floors would (I tried the same thing in the past). I think he wanted to get rid of the cities all together unless I'm mistaken. :P

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