Matonor wrote:
er. so shall i leave the colortable like that or take the newer one you mailed me ?
Let's run with this one.
Dev Viperrious wrote:
You left out the hidden cave entrances like for hidden valley?
Side question relating to your mapmaking help post regarding the coast transitions. Does Dragon add the coast tiles as statics like you would do with Worldforge or does it add them as tiles all the way up to the land itself?
Maybe if you could change Dragon to place the tiles in an automated fashion like you have to manually with Worldforge the coast would come out a lot smoother.
Or maybe a seperate script for tiles laid in those two directions which would "tuck" the ends down to -8 before placing the coastal water tiles, that should smooth them out a bit as well.
Dev
Errrr.......the hidden entrances we never had...I'm not even exactly sure how to do them.
Hmmmmm....Worldforge is strictly map (at this time anyway, for sake of discussion let's forget the new beta stuff). I'm not exactly understanding you.
The Dragon coastline process (mod10+) goes something like this. The water -5 really is a "bedrock" at -15 with a water static placed above at -5 due to the magic of items.txt. Because of the water2x script in maps2 folder, any water tile touching any other type of tile is changed to the appropriate angled "bedrock" piece at -15, and because of the water2x script in the statics2 folder, a water static tile is placed above it at -5. The other 3 colors for water of course raise each by 10. The ocean at -5 is a different group altogether and is normal map water tile at -5.
Now from the land end, most terrain groups have a mygroup2water map transition defined, and aside from the fact that the tiles are for that particular transition, the files are the basicly the same. Depending on the orientation they change the land tile touching water into your cliff at altitudes from 0 to -15. They are more or less identical to OSI. Now the x2water.txt in the statics3 folder creates the appropriate water static at -5.
This is a what I call a double transition. Most transitions are single; we either do from grass2dirt or from dirt2grass BUT we do not do both.