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PostPosted: Mon Apr 19, 2004 8:38 pm 
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Moo Cow
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Joined: Tue Jun 18, 2002 12:52 am
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well the progress has really slowed :cry: i already made my map2 in the mod10 color table you need to hurry up :D

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PostPosted: Thu Apr 22, 2004 11:44 am 
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Apprentice
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Posts: 25
Stormcrow,

Here are some sugestions for the new Mod 10. :wink:
I've changed some Mod 9 scripts to make the grassbumps looks how I think it should be. Maybe you could do it on the new version of Dragon.

Just to get round the problem, I chose some specific altitudes of grass (Z=10; Z=20; Z=30) and forest (Z=12; Z=22; Z=32; Z=42) and made new groups with them. So, I made the transition-tables of all possibilities:

grass2grassbump.txt
grass2grassbump2.txt
grass2grassbump3.txt

grass2forestbump.txt
grass2forestbump2.txt
grass2forestbump3.txt
grass2forestbump4.txt

forest2grassbump.txt
forest2grassbump2.txt
forest2grassbump3.txt

forest2forestbump.txt
forest2forestbump2.txt
forest2forestbump3.txt
forest2forestbump4.txt

There are 3 diferents hights of grassbumps and 4 of forestbumps.
And there are transtions of them to mountain too.

Here are some images of the results.
It avoids the holes around the "cliffs" and has a great look.

Grassbump
Forestbump 1
Forestbump 2
Forestbump 3

And it's not necessary put it near coasts...
It's my contribution for the Mod 10. After all, my scripts are in a mess. I think you can do a great job on the new version. :D


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 Post subject:
PostPosted: Sat Apr 24, 2004 11:16 pm 
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Slayer of Fools
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Posts: 1289
Hmmmmmm.........Just got back from vacation.

@Deadworm- It'll be here soon. I did a little work on it during vacation. You're going to pull your hair out now though, because I came up with a mod11 that uses more like an upgraded original colortable than the complete departure I made with mod 10. You'll really like mod 11 though; it's going to have a second table purely for caves and dungeons. I'll be releasing mod 11a at the same time as mod 10, mod 11b (the caves and dungeons) will be after that.

@Dookie- I did a lot of repairs on mod8's grassbump script. It now looks a lot better.
Your grass in the 1st screenshot has the forest on the wrong side of the transition.
Very nice work on the forest2forest grassbumps, but do you really think it is necessary to have a different file and group for each height? I really have nowhere to fit another group into the mod 10 colortable but the mod 11 I could if there is enough interest. At any rate though I would be happy to include them in the package. With a little creative scripting I might even be able to get them in without them requiring their own group.

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PostPosted: Sun Apr 25, 2004 9:43 am 
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Apprentice
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About the first image, i had no choice. :roll:
It's 3 tiles of transition, so i can't avoid that.

I'm just waiting for mod 10 (more organized) to works my scripts there.

[]'s


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PostPosted: Sun Apr 25, 2004 2:20 pm 
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Posting Whore
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Location: Colorado Springs, Co.
Excellent work on those doOkie. :)


Dev

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 Post subject:
PostPosted: Sun Apr 25, 2004 5:23 pm 
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Slayer of Fools
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doOkiE! wrote:
About the first image, i had no choice. :roll:
It's 3 tiles of transition, so i can't avoid that.

I'm just waiting for mod 10 (more organized) to works my scripts there.

[]'s


3 tiles of transition? Can you clarify that?
I've put some more thought into it, as well as gave another look at the screenshots. I could actually make it so that the grassbump group actually transitions to all other terrains with cliffs (except mountain of course and say like dirt so that we can have accessability). I made a few changes to the script to make it work better. I'll have to take some screenshots, but results are similar to yours (just grass2grass). I also swapped the order of the groups; grassbump is now used as the higher terrain instead of the lower. So you would use say grass 0 and grassbump 10.

Now again, back to your screenshots and multiple groups. I understand now why you made each height seperate groups; so that you could have multiple transition levels adjacent to each other. I guess it isn't very hard to do and it wouldn't require more swatches. I will go ahead and implement that.

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PostPosted: Sun Apr 25, 2004 7:42 pm 
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Apprentice
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Just to clarify, about 3 transition-tiles: on the transition table i can choose the "embankment tile" and others tiles that will be placed on the embank bottom and on the embank top, just to make the transition more real. However, same of them are put either on top and on the bottom at the same time. For exemple: if the transition is from forest to grassbump, to make it suitable, some transition tiles must be "forest tiles", but Dragon put it at the same time on the top and the bottom. Thats the reason of the odd look on the image. The correct would be put only on the bottom.

I hope i could explain it better...

Actually it can be fixed but I don't know how to make my own "ABBBABABBA" system already. There are too many possibilities that makes me confused. Hehe. :D

My scripts now suport 6 diferent hights (embanks) of 6 diferentes tiles (grass, forest, snow, dirt, sand and jungle). They all work in the same way as discribed above. Which one as a group.... and has 2 diferent forests to snow.


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 Post subject:
PostPosted: Sun Apr 25, 2004 8:12 pm 
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Journeyman
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will mod 10 have a some means of converting the photoshop image of my map from mod 9 colors to mod 10 colors?

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 Post subject:
PostPosted: Mon Apr 26, 2004 12:07 am 
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Slayer of Fools
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rage88 wrote:
will mod 10 have a some means of converting the photoshop image of my map from mod 9 colors to mod 10 colors?


Unfortunately unless I can get Ry to do any work :twisted: (not likely :P )
I don't know how to make the mapaction to convert, but I will try to reverseengineer it off his old one. 9-10 is going to be tough. The good news though is 9-11 is going to be easy and if you haven't started using mod 10 you'll want to go right to mod 11 (since I expect to have both mod 10 and mod 11a ready at the same time).

I'm not sure I follow Dookie on last post but if you take a look at my new scripts they have all the possible combinations covered and grouped. A lot of them are actually not "valid" because there is no artwork for what would be the proper tile. Most of them I have convert into a solid of the other terrain (what I've called "autocorrect"). What really is necessary are only about 92 transitions. 5 each cardinal direction, 16 each "outside" corner and 2 each "inside" corner.

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 Post subject:
PostPosted: Mon Apr 26, 2004 6:30 pm 
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Posting Whore
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If someone can send me a list of the missing combinations that would be required I might be able to come up with some tiles for you (everyone).


Dev

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 Post subject:
PostPosted: Mon Apr 26, 2004 6:40 pm 
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Apprentice
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How do you visualize which tile should be placed in each position?
How it will be in-game?

Maybe, in near future, i could follow into this direction in scripting.
Just tell me: is it easy or hard to do? 8)

[]'s


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 Post subject:
PostPosted: Mon Apr 26, 2004 9:34 pm 
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Here's an example from the new mountain2grass.txt . This is the new standard template. It covers all possible combinations.

Code:
//Mod10 Stormcrow
// S TileA N TileB
BBBAAAAA 0239 000 000
ABBAAAAA 0239 000 000
BBAAAAAA 0239 000 000
ABAAAAAA 0239 000 000
BABAAAAA 0239 000 000
// E TileA W TileB
BAAAAABB 023c 000 000
BAAAAAAB 023c 000 000
AAAAAABB 023c 000 000
AAAAAAAB 023c 000 000
BAAAAABA 023c 000 000
// W TileA E TileB
AABBBAAA 023a 000 000
AAABBAAA 023a 000 000
AABBAAAA 023a 000 000
AAABAAAA 023a 000 000
AABABAAA 023a 000 000
// N TileA S TileB
AAAABBBA 023b 000 000
AAAAABBA 023b 000 000
AAAABBAA 023b 000 000
AAAAABAA 023b 000 000
AAAABABA 023b 000 000
// NW corner is TileA
AABBBBBA 0233 000 000
AAABBBBA 0233 000 000
AABBBBAA 0233 000 000
AAABBBAA 0233 000 000
AAABABAA 0233 000 000
AABABBAA 0233 000 000
AABABBBA 0233 000 000
AABAABBA 0233 000 000
AAABBABA 0233 000 000
AABBBABA 0233 000 000
AABBABBA 0233 000 000
AABBAABA 0233 000 000
AABAABAA 0233 000 000
AAABAABA 0233 000 000
AABBABAA 0233 000 000
AABABABA 0233 000 000
AAABABBA 0233 000 000
// SE corner is TileA
BBBAAABB 0231 000 000
BBAAAABB 0231 000 000
BBBAAAAB 0231 000 000
BBAAAAAB 0231 000 000
BABAAAAB 0231 000 000
BBAAAABA 0231 000 000
ABBAAABA 0231 000 000
BABAAABA 0231 000 000
BBBAAABA 0231 000 000
ABAAAAAB 0231 000 000
BABAAABB 0231 000 000
AABAAABB 0231 000 000
ABBAAABB 0231 000 000
AABAAAAB 0231 000 000
ABAAAABB 0231 000 000
ABAAAABA 0231 000 000
ABBAAAAB 0231 000 000
// NE corner is TileA
BAAABBBB 0234 000 000
AAAABBBB 0234 000 000
BAAAABBB 0234 000 000
AAAAABBB 0234 000 000
AAAAABAB 0234 000 000
BAAABAAB 0234 000 000
BAAABBBA 0234 000 000
BAAAABBA 0234 000 000
BAAAABAA 0234 000 000
AAAABABB 0234 000 000
BAAABABB 0234 000 000
BAAABBAA 0234 000 000
BAAABBAB 0234 000 000
AAAABBAB 0234 000 000
AAAABAAB 0234 000 000
BAAABABA 0234 000 000
BAAAABAB 0234 000 000
// SW corner is TileA
BBBBBAAA 0232 000 000
BBBBAAAA 0232 000 000
ABBBBAAA 0232 000 000
ABBBAAAA 0232 000 000
BAABBAAA 0232 000 000
BABBAAAA 0232 000 000
BABBBAAA 0232 000 000
BBAABAAA 0232 000 000
ABAABAAA 0232 000 000
BBBABAAA 0232 000 000
BBABAAAA 0232 000 000
ABBABAAA 0232 000 000
ABABAAAA 0232 000 000
BAABAAAA 0232 000 000
BABABAAA 0232 000 000
ABABBAAA 0232 000 000
BBABBAAA 0232 000 000
// NW Corner is TileB
BAAAAAAA 0237 000 000
// SE Corner is TileB
AAAABAAA 0235 000 000
// NE Corner is TileB
AABAAAAA 0238 000 000
// SW Corner is TileB
AAAAAABA 0236 000 000
// Stormcrow Autocorrect
AAABAAAB 0003 0004 0005 0006 000 000
AAABAABB 0003 0004 0005 0006 000 000
AAABABAB 0003 0004 0005 0006 000 000
AAABABBB 0003 0004 0005 0006 000 000
AAABBAAB 0003 0004 0005 0006 000 000
AAABBABB 0003 0004 0005 0006 000 000
AAABBBAB 0003 0004 0005 0006 000 000
AAABBBBB 0003 0004 0005 0006 000 000
AABAABAB 0003 0004 0005 0006 000 000
AABAABBB 0003 0004 0005 0006 000 000
AABABAAB 0003 0004 0005 0006 000 000
AABABABB 0003 0004 0005 0006 000 000
AABABBAB 0003 0004 0005 0006 000 000
AABABBBB 0003 0004 0005 0006 000 000
AABBAAAB 0003 0004 0005 0006 000 000
AABBAABB 0003 0004 0005 0006 000 000
AABBABAB 0003 0004 0005 0006 000 000
AABBABBB 0003 0004 0005 0006 000 000
AABBBAAB 0003 0004 0005 0006 000 000
AABBBABB 0003 0004 0005 0006 000 000
AABBBBAB 0003 0004 0005 0006 000 000
AABBBBBB 0003 0004 0005 0006 000 000
ABAAABAA 0003 0004 0005 0006 000 000
ABAAABAB 0003 0004 0005 0006 000 000
ABAAABBA 0003 0004 0005 0006 000 000
ABAAABBB 0003 0004 0005 0006 000 000
ABAABAAB 0003 0004 0005 0006 000 000
ABAABABA 0003 0004 0005 0006 000 000
ABAABABB 0003 0004 0005 0006 000 000
ABAABBAA 0003 0004 0005 0006 000 000
ABAABBAB 0003 0004 0005 0006 000 000
ABAABBBA 0003 0004 0005 0006 000 000
ABAABBBB 0003 0004 0005 0006 000 000
ABABAAAB 0003 0004 0005 0006 000 000
ABABAABA 0003 0004 0005 0006 000 000
ABABAABB 0003 0004 0005 0006 000 000
ABABABAA 0003 0004 0005 0006 000 000
ABABABAB 0003 0004 0005 0006 000 000
ABABABBA 0003 0004 0005 0006 000 000
ABABABBB 0003 0004 0005 0006 000 000
ABABBAAB 0003 0004 0005 0006 000 000
ABABBABA 0003 0004 0005 0006 000 000
ABABBABB 0003 0004 0005 0006 000 000
ABABBBAA 0003 0004 0005 0006 000 000
ABABBBAB 0003 0004 0005 0006 000 000
ABABBBBA 0003 0004 0005 0006 000 000
ABABBBBB 0003 0004 0005 0006 000 000
ABBAABAA 0003 0004 0005 0006 000 000
ABBAABAB 0003 0004 0005 0006 000 000
ABBAABBA 0003 0004 0005 0006 000 000
ABBAABBB 0003 0004 0005 0006 000 000
ABBABAAB 0003 0004 0005 0006 000 000
ABBABABA 0003 0004 0005 0006 000 000
ABBABABB 0003 0004 0005 0006 000 000
ABBABBAA 0003 0004 0005 0006 000 000
ABBABBAB 0003 0004 0005 0006 000 000
ABBABBBA 0003 0004 0005 0006 000 000
ABBABBBB 0003 0004 0005 0006 000 000
ABBBAAAB 0003 0004 0005 0006 000 000
ABBBAABA 0003 0004 0005 0006 000 000
ABBBAABB 0003 0004 0005 0006 000 000
ABBBABAA 0003 0004 0005 0006 000 000
ABBBABAB 0003 0004 0005 0006 000 000
ABBBABBA 0003 0004 0005 0006 000 000
ABBBABBB 0003 0004 0005 0006 000 000
ABBBBAAB 0003 0004 0005 0006 000 000
ABBBBABA 0003 0004 0005 0006 000 000
ABBBBABB 0003 0004 0005 0006 000 000
ABBBBBAA 0003 0004 0005 0006 000 000
ABBBBBAB 0003 0004 0005 0006 000 000
ABBBBBBA 0003 0004 0005 0006 000 000
ABBBBBBB 0003 0004 0005 0006 000 000
BAABAAAB 0003 0004 0005 0006 000 000
BAABAABA 0003 0004 0005 0006 000 000
BAABAABB 0003 0004 0005 0006 000 000
BAABABAA 0003 0004 0005 0006 000 000
BAABABAB 0003 0004 0005 0006 000 000
BAABABBA 0003 0004 0005 0006 000 000
BAABABBB 0003 0004 0005 0006 000 000
BAABBAAB 0003 0004 0005 0006 000 000
BAABBABA 0003 0004 0005 0006 000 000
BAABBABB 0003 0004 0005 0006 000 000
BAABBBAA 0003 0004 0005 0006 000 000
BAABBBAB 0003 0004 0005 0006 000 000
BAABBBBA 0003 0004 0005 0006 000 000
BAABBBBB 0003 0004 0005 0006 000 000
BABAABAA 0003 0004 0005 0006 000 000
BABAABAB 0003 0004 0005 0006 000 000
BABAABBA 0003 0004 0005 0006 000 000
BABAABBB 0003 0004 0005 0006 000 000
BABABAAB 0003 0004 0005 0006 000 000
BABABABA 0003 0004 0005 0006 000 000
BABABABB 0003 0004 0005 0006 000 000
BABABBAA 0003 0004 0005 0006 000 000
BABABBAB 0003 0004 0005 0006 000 000
BABABBBA 0003 0004 0005 0006 000 000
BABABBBB 0003 0004 0005 0006 000 000
BABBAAAB 0003 0004 0005 0006 000 000
BABBAABA 0003 0004 0005 0006 000 000
BABBAABB 0003 0004 0005 0006 000 000
BABBABAA 0003 0004 0005 0006 000 000
BABBABAB 0003 0004 0005 0006 000 000
BABBABBA 0003 0004 0005 0006 000 000
BABBABBB 0003 0004 0005 0006 000 000
BABBBAAB 0003 0004 0005 0006 000 000
BABBBABA 0003 0004 0005 0006 000 000
BABBBABB 0003 0004 0005 0006 000 000
BABBBBAA 0003 0004 0005 0006 000 000
BABBBBAB 0003 0004 0005 0006 000 000
BABBBBBA 0003 0004 0005 0006 000 000
BABBBBBB 0003 0004 0005 0006 000 000
BBAAABAA 0003 0004 0005 0006 000 000
BBAAABAB 0003 0004 0005 0006 000 000
BBAAABBA 0003 0004 0005 0006 000 000
BBAAABBB 0003 0004 0005 0006 000 000
BBAABAAB 0003 0004 0005 0006 000 000
BBAABABA 0003 0004 0005 0006 000 000
BBAABABB 0003 0004 0005 0006 000 000
BBAABBAA 0003 0004 0005 0006 000 000
BBAABBAB 0003 0004 0005 0006 000 000
BBAABBBA 0003 0004 0005 0006 000 000
BBAABBBB 0003 0004 0005 0006 000 000
BBABAAAB 0003 0004 0005 0006 000 000
BBABAABA 0003 0004 0005 0006 000 000
BBABAABB 0003 0004 0005 0006 000 000
BBABABAA 0003 0004 0005 0006 000 000
BBABABAB 0003 0004 0005 0006 000 000
BBABABBA 0003 0004 0005 0006 000 000
BBABABBB 0003 0004 0005 0006 000 000
BBABBAAB 0003 0004 0005 0006 000 000
BBABBABA 0003 0004 0005 0006 000 000
BBABBABB 0003 0004 0005 0006 000 000
BBABBBAA 0003 0004 0005 0006 000 000
BBABBBAB 0003 0004 0005 0006 000 000
BBABBBBA 0003 0004 0005 0006 000 000
BBABBBBB 0003 0004 0005 0006 000 000
BBBAABAA 0003 0004 0005 0006 000 000
BBBAABAB 0003 0004 0005 0006 000 000
BBBAABBA 0003 0004 0005 0006 000 000
BBBAABBB 0003 0004 0005 0006 000 000
BBBABAAB 0003 0004 0005 0006 000 000
BBBABABA 0003 0004 0005 0006 000 000
BBBABABB 0003 0004 0005 0006 000 000
BBBABBAA 0003 0004 0005 0006 000 000
BBBABBAB 0003 0004 0005 0006 000 000
BBBABBBA 0003 0004 0005 0006 000 000
BBBABBBB 0003 0004 0005 0006 000 000
BBBBAAAB 0003 0004 0005 0006 000 000
BBBBAABA 0003 0004 0005 0006 000 000
BBBBAABB 0003 0004 0005 0006 000 000
BBBBABAA 0003 0004 0005 0006 000 000
BBBBABAB 0003 0004 0005 0006 000 000
BBBBABBA 0003 0004 0005 0006 000 000
BBBBABBB 0003 0004 0005 0006 000 000
BBBBBAAB 0003 0004 0005 0006 000 000
BBBBBABA 0003 0004 0005 0006 000 000
BBBBBABB 0003 0004 0005 0006 000 000
BBBBBBAA 0003 0004 0005 0006 000 000
BBBBBBAB 0003 0004 0005 0006 000 000
BBBBBBBA 0003 0004 0005 0006 000 000
BBBBBBBB 0003 0004 0005 0006 000 000
// Stormcrow Invalid
BAAABAAA 0001 000 000
AABAAABA 0001 000 000


The autocorrect could actually be left out if you didn't care about sloppy non-transitioned single tiles. What it does is replace single mountain tiles with grass. The invalid section replaces with void to show that it can't handle it. It could of course be left out, I've mainly got it there for debugging purposes.

Vip- I'm too tired to go into it tonight, going to go to bed early, but tomorrow I'll try to get something about it to you.

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 Post subject: hehe
PostPosted: Mon Apr 26, 2004 9:39 pm 
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Posting Whore
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Joined: Fri Aug 29, 2003 6:21 pm
Posts: 1434
Location: Colorado Springs, Co.
Oh no hurry Stormcrow, just drop me an email if you like with the list and I'll see what I can do. Add a wish list if you like as well, I've been ramping up to do a burst of graphics again. :wink:

Signed,
That guy that keeps poking you just as you nod off! :P
Dev Viperrious

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 Post subject:
PostPosted: Wed Apr 28, 2004 9:10 am 
I CAN'T WAIT. hehe

I really would like to build this map I made using the mod 10 color table, I am tight on time and need to either get this compiled or go back to mod 9 and make a new map. :<


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PostPosted: Wed Apr 28, 2004 3:53 pm 
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What's done so far is available at ftp.stormcrow.ryandor.com
It still isn't finished. I keep finding things to add or change.
It is however very useable.

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PostPosted: Wed Apr 28, 2004 6:38 pm 
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lol you hosting on ry now since i accidently deleted your db?

jm :wink: lookin good, glad ure back

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 Post subject:
PostPosted: Thu Apr 29, 2004 1:36 pm 
link is broken :<


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PostPosted: Thu Apr 29, 2004 8:41 pm 
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Grand Master
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Ryandor & Stormcrow, thanks for all your hard work on mod 10 and beyond! Looking forward to it!

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PostPosted: Thu Apr 29, 2004 8:53 pm 
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Posting Whore
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*Taps his foot waiting for a list!* :wink:

If someone *Cou-STORMCROW-gh!* would send me a list of the missing transition tiles you mentioned I could whip something up in no time I'm sure.

Signed,
The "Other, other, other, evil duDe!"
Dev Viperrious

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PostPosted: Thu Apr 29, 2004 10:55 pm 
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Slayer of Fools
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Dev Viperrious wrote:
*Taps his foot waiting for a list!* :wink:

If someone *Cou-STORMCROW-gh!* would send me a list of the missing transition tiles you mentioned I could whip something up in no time I'm sure.

Signed,
The "Other, other, other, evil duDe!"
Dev Viperrious


It would be easier if I gave you screenshots. However all my hosting options seem to be fucked up right now.
The reason the link won't work is because if you click on it, it adds "http://". Well this is FTP and we don't want to see http in your address bar. I had some trouble though; the password Ry gave me kept coming back invalid, although it let me upload files anyway. I also have no idea what the rest of you would use for download. My personal ftp is unavailable at the moment and as Cal mentioned, he deleted my database off his server. So of my 3 potential file sharing options, none of them work right now.
Basicly the transitions that don't exist are center of terrain B and 2 opposite edges of terrain A. For ALL terrain transtions.

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 Post subject:
PostPosted: Fri Apr 30, 2004 5:18 am 
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ftp://stormcrow.ryandor.com/


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 Post subject:
PostPosted: Fri Apr 30, 2004 3:55 pm 
RoseThorn wrote:
ftp://stormcrow.ryandor.com/
Empty...


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PostPosted: Fri Apr 30, 2004 4:00 pm 
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broken wrote:
RoseThorn wrote:
ftp://stormcrow.ryandor.com/
Empty...


It's the thought that counts!! XD

Well, I think it'll be filled up sooner or later :D

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 Post subject:
PostPosted: Fri Apr 30, 2004 7:18 pm 
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Location: Colorado Springs, Co.
I'd be happy to host your files until you get your database back if you need it. Sending screen shots "would" actually be the most helpful since I havent used dragon in over a year now. :wink:

Syd will vouch for the download speed of my host (FAST) and I am as honest as the day is long. Lots of bandwidth to spare and over 200 megs of storage space still availible as well.

Dev

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PostPosted: Fri Apr 30, 2004 8:30 pm 
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Slayer of Fools
Slayer of Fools
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Joined: Tue Jul 02, 2002 4:54 pm
Posts: 1289
Waiting to hear from Ry on what's up with the ftp.
I could actually email it since it isn't very big.

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