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 Post subject: no trees
PostPosted: Thu Feb 05, 2004 11:52 am 
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Newb
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Joined: Thu Feb 05, 2004 11:25 am
Posts: 3
I've read now a whole lot of docs, tutorials and forums and all I did just came really confused :P
But this' the situation:
1. I created a small island and tryed to put some trees on it using colors forest 0 and grass 5 (that's how it is in Ryandor's tutorial) and the result is only bumbs on the ground.
Should the forest color equal ground color or be higher?
But anyways it shouldn't create bumbs to the ground, should it?

2. There seems to be lot of discussion about this, but here we go once again. The default buildings & trees from OSI map keeps jumping to my map. I made empty files and named them to statics0.mul etc. and used them with dragon.
I'd like to have really detailed step-by-step guide for how to remove them :)

sorry, but the geocities is only host I got. copy & paste if it doesn't work.
Image
and yes, i'm using bmp and no AA

and now to wait for the flaming begin


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 Post subject:
PostPosted: Thu Feb 05, 2004 12:47 pm 
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Moo Cow
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Joined: Tue Jun 18, 2002 12:52 am
Posts: 276
start with the basics did you run dragonsp?

and are the tree areas large enough? i know ive had problems with small couple pixle areas not getting trees put on them

it doesnt matter if the forest is the same but yea it would create bumps given that the grass is 5 higher than the forest

and of corse did you make sure to select forest in dragonsp


from the picture it just looks like forests wernt selected you have grass items and the coast lines so scratch my first question. if thats not it maybe you should try using candyman's dragon scripts for forest

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 Post subject:
PostPosted: Thu Feb 05, 2004 12:56 pm 
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Newb
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Joined: Thu Feb 05, 2004 11:25 am
Posts: 3
ok the tree thingy is solved, thanks.
and I did run the dragonsp


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 Post subject:
PostPosted: Thu Feb 05, 2004 3:45 pm 
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Community Guy

Joined: Mon Jan 12, 2004 2:20 am
Posts: 205
Location: United States, MI
The statics from the original UO map are in the dif files... not your static files.

diff files are like mapdif0.mul... basicly anything with a "dif" in it that's an mul is a dif file.

Remove these or make blank ones.
-OSI problem fixed.

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 Post subject:
PostPosted: Mon Feb 09, 2004 1:53 pm 
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Newb
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Joined: Thu Feb 05, 2004 11:25 am
Posts: 3
One more thing concerning about trees. Where can I change the grass type belove the trees?


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 Post subject:
PostPosted: Mon Feb 09, 2004 8:10 pm 
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Dread Pirate
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Joined: Sun Oct 12, 2003 11:28 pm
Posts: 759
Location: Denver, CO
well...if i believe that is a forest tile so when you are painting forest in your map it auto places that type of "grass under the trees" I would have to say you paint your map with the type of grass you do want....then you go into your dragon scripts and add trees to that type of grass, or a much more complicated way would be to graphically alter the forest grass tiles.

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