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PostPosted: Thu Feb 19, 2004 11:47 am 
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Matonor wrote:
i just finished translating the colortable to german.
http://www.matonor.de/downloads/dragon-mod10ger_byMatonor.aco


Great! I added it to my ftp, and it will go in the distro of course.

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PostPosted: Thu Feb 19, 2004 1:34 pm 
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Nazgel wrote:

Oh, yes, I didn't realize that before. I agree with you, keep the cobblestone in there. I use it alot. It took me a minute to realize what you where saying with the cave entrances... but now I think I get it. If you paint black for your cave entrance, you'll get a black cave. But if you paint nodraw in for your cave entrance, you'll get a clear cave entrance. So in theory there is no need for the cave entrance swatches to be there. Just black and nodraw. Makes sense. But then shouldn't you only need Black 0, 10, 20, 30? and the same for nodraw? The space at the bottom right I think I'll be getting rid of because I don't use map2bmp. So that's at least one free space. :)

I mainly only have need for the dungeon tile sets. I also don't have a lot of use for anything higher than 30z as far as the normal tiles go. Except for mountain and maybe dirt. So I'll be stripping all those as well. :? Kinda makes me feel bad, though. I'll be removing alot of your hard work.


Actually because the cave entrances will always need to be fixed by hand (it is impossible for Dragon to do the transition properly, which is why we go 3 wide instead of only 2). To do a cave transition properly would require ABC type transitions which Dragon simply can't do. Plus you want to have static cave tiles placed at the level of the surrouding C terrain (say dirt) so you can walk in. The main reason that black and no-draw were left at 0-40 instead of just 0 are because when you have a dungeon area at 40, you want the black around it at 40 as well. The no-draw as I'm sure you know is useful for cutting openings. However again with more thought (prompted by this discussion) looking back I really would just cut them down to 0 and make another group bigger (like the light and medium floorplates) because of my general directive #1, which is; the smaller the area it is used and the easier it is to edit by worldforge, the more likely a candidate it is to get cut from the table. I also really would have just gone with 0-30, 2 increments for most terrain for myself; I thought everyone else wanted more.

At this point in time though I am not going to go back and make any more changes to the colortable or the mod 10 maptrans. I don't know how many people have started using it already, but there has been considerable traffic on my ftp since I put it up.

Right now I am going to concentrate on finishing the mod. Mainly what needs to be fixed are the transition tables anyway (besides I need them done for another project), really the maptrans editing is simple enough for everyone to season to taste.

I think just to get as a new standard for people to include the color table and maptrans (probably groups.txt and some support scripts as well) when they share bmps would really solve a lot of problems. This way the map you get is the map the creator intended, yet no-ones creativity is stifled because they have to work with someone elses choices.

For the future I am going to probably do some more colortables. This whole discussion has given me an idea for a cave and dungeons mod, which would involve advanced techniques such as using different mods for different parts of your map and patching them together (the Dian method), and of course Ry's cavebuilding technique. A colortable designed for making a cave entrance possibly tile by tile instead of transitionaly, so there would be no worldforging, more support for designing things like Mount Kendall (lot's of cliffs and dirt paths through the mountains), more lava, and of course bigger ranges for the cave and dungeon tiles which are small in the normal mod. Probably some grassbump type groups to do waterfalls and lavafalls.

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PostPosted: Thu Feb 19, 2004 1:47 pm 
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sounds interesting. i started to edit colortable-mod10.png

whats you opinion? i don't know how to explain the different terrains. any ideas?

[see next post]

edit: damnit. just realized that there is a 3 z step from 32 to 35. i'll correct that


Last edited by Matonor on Thu Feb 19, 2004 2:22 pm, edited 1 time in total.

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PostPosted: Thu Feb 19, 2004 2:21 pm 
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ok. all altidues should be right:

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PostPosted: Thu Feb 19, 2004 4:05 pm 
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Oh that's great Mat. :D
Uhhhh....yeah...I'm not sure how to write them in either...part of why I haven't done it :oops:

Maybe on the left side write: Grass, Sand then a few rows down Forest, Dirt then a few more down Jungle, Snow and towards the bottom Mountain, Cobblestone. Then on the right side write out the names of the rest on each row. It's going to be messy no matter what I guess.

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Last edited by Stormcrow on Thu Feb 19, 2004 6:17 pm, edited 1 time in total.

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PostPosted: Thu Feb 19, 2004 5:45 pm 
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sorry been gone grandma died, but hey your welcome stromcrow :D

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PostPosted: Thu Feb 19, 2004 6:17 pm 
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Cal wrote:
sorry been gone grandma died, but hey your welcome stromcrow :D


Yeah, you were saying it wasn't going to be long. Still, I'm sorry to hear that and my condolences to you and your family.

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PostPosted: Thu Feb 19, 2004 9:41 pm 
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its all good she is with god now

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PostPosted: Fri Feb 20, 2004 6:48 am 
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new version:

Image

i devided the table into two parts to get enough space for the texts without mess it all up with lines. i have no idea how to write the emaining terrains in there, without messing it all up. the only thing i could try is to do it that way and cut it into more parts.:


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PostPosted: Fri Feb 20, 2004 11:23 am 
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snazy better then the one i was making

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PostPosted: Fri Feb 20, 2004 11:27 am 
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what are the colors beneath the water? lava and extras or something?

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PostPosted: Fri Feb 20, 2004 11:36 am 
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That's great Mat. See people, you just can't beat German engineering ;)
One small change to something you haven't done yet. The flagstone, I did a good search and I can't find either of the 2 varietys of flagstone anywhere on the OSI map. I'm replacing it with the grey tile that is the floor in Gargoyle city. Simple change to maptrans.txt
Code:
// (23) Grey Tile
4f 000 3fd1
(and remember people, when you copy and past code snippets from this forum, it adds whitespace at the end that you need to remove)Groups.txt the descriptor should be changed (the commented part) but the code part is fine.

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Last edited by Stormcrow on Fri Feb 20, 2004 11:51 am, edited 3 times in total.

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PostPosted: Fri Feb 20, 2004 11:43 am 
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Cal wrote:
what are the colors beneath the water? lava and extras or something?


Something like that, the lava is a bit down, it's the bright burning red color :P

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PostPosted: Fri Feb 20, 2004 4:15 pm 
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Great job everybody. I can't wait till you get those transitions done Stormcrow. I havn't touched the beta yet, i want to wait until it's all done to start playong around with it.

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PostPosted: Sat Feb 21, 2004 12:44 am 
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Ok, in the pipeline right now are the maptransition files. I would be done, but I found some that were so badly made I had to fix them on the spot(I wanted to get them all converted first, before I went making other changes). I've also started working on some things that are missing (the art is there but noone made a transition) like Mountain2Jungle. Some of them I am also changing the A/B order for better transitions. If you download any of them you'll have to edit your betweentrans.txt to use the new file and not the old (I'll distribute the new betweentrans.txt when it's done). I'll put a few more goodys up before bed, but I doubt anything will get done tomorrow (I have a wedding to go to).

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PostPosted: Sat Feb 21, 2004 9:17 am 
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Stormcrow wrote:
A quick and dirty how-to paint coasts for now: Let's say you start with a blank map. Find "Ocean -5" , it's the lovely dark blue you are all used to, swatch#0A. Fill your map with that. Now let's say you want to make your first continent with the lasso tool, define your shape and either make it about 8 tiles bigger than you really want it to begin with, or make it and then expand your selection by 8 pixels. Now fill that in with "Water -5", swatch#0B (somewhat lighter blue). Now contract your selection by 8 pixels and fill that with grass 0 (dark green, top left, swatch#00). So to review you now have an island of green, surrounded by a border of blue, surrounded by even darker blue. When you process this you will get grass 0 surrounded by "OSI bedrock" at -15, surrounded by normal water at -5, because you don't have the new scripts your statics are going to be completely wrong of course, but you can see how the map is going to work at least. All that brown stuff at -15 will be covered with static water tiles.


Hey stormcrow, won't this method of creating coasts give you an unwanted shore transition between "shallow" and "deep" water? Since x2water.txt and water2x.text don't differentiate what "x" is, and in your groups.txt you have "ocean" and "water" as separate groups?

Is this true and if so, how are you getting around it? Awesome work so far by the way.


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PostPosted: Sat Feb 21, 2004 9:47 am 
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ardsdap wrote:
Hey stormcrow, won't this method of creating coasts give you an unwanted shore transition between "shallow" and "deep" water? Since x2water.txt and water2x.text don't differentiate what "x" is, and in your groups.txt you have "ocean" and "water" as separate groups?

Is this true and if so, how are you getting around it? Awesome work so far by the way.


It does, that is part of why all the water2x static transitions have all solid water (so ocean is always solid) and there is no ocean2water map transition. So the x2water static transition places the cuts above normal water. It actually looks decent though.

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PostPosted: Sun Feb 22, 2004 10:28 am 
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Stormcrow wrote:
Something like that, the lava is a bit down, it's the bright burning red color :P


HAHA, thanks SC :wink:

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PostPosted: Wed Feb 25, 2004 11:28 am 
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Has anyone had a chance to try out what I've put up so far? (new table, water trans, mtn...the mtn you need to remove the old x2mtn and replace with the new mtn2x files)

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PostPosted: Wed Feb 25, 2004 2:25 pm 
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I would have... i'm really looking forward to trying it, but for some reason Dragon V1.03.62 doesn't work on my computer (but 1.05 does). How come you made this mod for the older version of dragon?


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PostPosted: Wed Feb 25, 2004 2:37 pm 
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Good question. I guess because we've mainly been using 1.03.62 and I never saw any advantages with 1.05

I was seriously asking myself the same thing the other day though. I don't think it's a big deal to change, just the maptrans.txt I believe, so I will do one for 1.05 as well.

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PostPosted: Wed Feb 25, 2004 2:51 pm 
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Ok, I took a look at the maptrans for 105 and the only difference is that the group number is now included as well. It would be a good idea except that there is still a groups.txt file so I dunno what the hell it's for. I will do a conversion and put it on the ftp as maptrans105.txt, just rename it (I'll put the 105 exe there too for people who need).

I also put up the remaining mountain2x transitions (including jungle which was never done for some reason). To use them add them to betweentrans.txt, remove the old x2mountain entrys. Work has slowed down a bit, I really needed a break. I was doing nothing but scripting, no play. Khaybel talked me into renewing my AC1 account, we're on Morningthaw if anyone wants to find us. Kellick is my toon. I am still working on it though and will still finish the mod sometime soon.

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PostPosted: Wed Feb 25, 2004 3:21 pm 
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so stormcrow all in all how much percent of mod 10 do you think is done?


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PostPosted: Wed Feb 25, 2004 10:29 pm 
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Probably over half of it. The major work is done really.
I just have to convert about half the map transitions and all of the static transitions to the new 255 format (there aren't that many statics though). That isn't what takes so long though, it's going through and making sure they are correct. A lot of them aren't and I've been fixing them as I go so it's taking longer. I'm also trying to rebalance the item scripts, some of them are a lot of work like the jungle trees. Finally I want to add a few all new things in, but will probably leave most of them for mod 11.

What's done so far is available at ftp://ftp.ldtek.com/uostuff/dragon
Do bear in mind that your betweentrans.txt needs to be modified if you use the new scripts (and of course the replacement maptrans and groups).

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PostPosted: Wed Feb 25, 2004 11:11 pm 
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Hey SC I am messing around with Mod 10 now that you fixed it for 1.05... It rules! To go back to my earlier question, though: I'm getting a broken set of "wave" transitions out by the "shallow2ocean" line... like you said, all the water2x transitions are solid blocks, but all of the x2water transitions still show up. Is this supposed to be happening?

Also, is the only reason you are putting in the "shallow" water transition so that you can fish from land?


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