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PostPosted: Wed May 12, 2004 11:24 pm 
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I mailed it the other day. No reply but it didn't bounce so I'm assuming you got it. I made 2 new transitions. Sand to brown brick and grass to sandstone brick. I haven't tested them yet. Will throw them up on the ftp.

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PostPosted: Thu May 13, 2004 8:54 am 
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yeah i got it, but i'm a bit busy because of my shard and school.


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PostPosted: Sat May 15, 2004 8:57 am 
Need help!!! anyone can give a nicer mothod for converting my custom map made by mod9+ into a mod10 version map. you know, I've almost finish the map, but I want to continue the rest parts with mod 10, but I cant because mod 10 uses a new colortable.

:cry:


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PostPosted: Sat May 15, 2004 12:22 pm 
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Anonymous wrote:
Need help!!! anyone can give a nicer mothod for converting my custom map made by mod9+ into a mod10 version map. you know, I've almost finish the map, but I want to continue the rest parts with mod 10, but I cant because mod 10 uses a new colortable.

:cry:


I'd suggest using mod11 instead. I'm going to put it up on the ftp as well as mod10. Neither are finished yet, but are close to it. There is no labeled mod11 palette yet, but it is similar to previous palettes. I'm hoping maybe Ry will write another conversion like he did prior.

http://stormcrow.ryandor.com/

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PostPosted: Sat May 15, 2004 12:39 pm 
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Stormcrow, what's the difference between Mod 10 and Mod 11?

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PostPosted: Sat May 15, 2004 1:23 pm 
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HellRazor wrote:
Stormcrow, what's the difference between Mod 10 and Mod 11?


Other than the maptrans and the palette? Nothing.

Mod 11 I took a step back and scaled down the Z ranges on the major terrain groups to 30 instead of 40. This means I was able to keep the row and column format from original Dragon more intact while still making big changes. Mountains of course range from 5-80 in 5 Z increments (actually 0-75 with an unevenness factor of 5, so you get 1-5, 6-10,etc, all the way up to 76-80; makes them look better). The minor groups now all have 0,10,20,30 to make them a little more useful.

Where there is going to be a big difference is that I am also making a statics only part to mod11, basicly they are going to be 2 seperate instances of Dragon. You'll make your map with mod11 as usual. Then you will make a copy, make some changes to the colors, convert it to the mod11A colortable, compile it with the mod11A installation, append the statics to your existing statics with UOSP, and discard the 2nd map.mul.
What this will let you do is make all kinds of caves and dungeons under your mountains and wherever else you like. Somewhat similar to the way Ry makes caves in his tutorial, but on a bigger scale.

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PostPosted: Sat May 15, 2004 1:28 pm 
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Ok something new. I kinda took Dookies suggestion here and worked it into mod11. This is a spot where the 2 mods diverge, because I don't think I am going to go back and put this into mod10 (maybe I will though). I made some changes to the way the grassbump scripts work. Grassbump 0 will be for 2 things. First it will make a different coast than normal grass. Second it will set you up for the grassbump transition to grassbump 10. Grassbump 10,20,30 will all transition to each other to make ascending levels of ridgelines. Screenshots will make this more understandable.

Image

We can see the grassbump2water in red as opposed to grass2water in blue.

Image

Here we can see the grassbump transtions between layers, the grassbump at 10 to grassbump at 0 transition is circled in blue. In red we can see the lack of a transition from grassbump to normal grass. I just made this quick and dirty so I only used grass 6, which is why it isn't smooth. If you made a nice clean grade you can have your entrance/exit points in grass as you like.

Image

Finally we can see the transitions between all heights of grassbump. Being as each altitude is a different terrain group we are hitting the 3-way transition rule here. I mainly just wanted to show all the possibilitys.

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PostPosted: Sat May 15, 2004 1:52 pm 
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excelent, thats what I am needing for my new map. a lot of grass bump.
Great work :) Are those scripts uploaded? or just in works

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PostPosted: Sat May 15, 2004 1:54 pm 
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I just uploaded mod11 in it's unfinished format now. The scripts are there.
If you are going to patch them into a different version you need to look at the betweentrans.txt. If you have say a grassbump at 40 and want to add that, you'll have to modify your scripts again, and make another copy of the set.

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PostPosted: Sat May 15, 2004 2:05 pm 
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What would really be cool is a tutorial to be included with the new mods, outlining some of the new things you can do. :) Sort of an extended version of the above posts.

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PostPosted: Sat May 15, 2004 2:07 pm 
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HellRazor wrote:
What would really be cool is a tutorial to be included with the new mods, outlining some of the new things you can do. :) Sort of an extended version of the above posts.


That was my intent in posting that, as sorta a starter. I fully intend to place a map in the final version that shows all the new features used. As far as writing an actual full tutorial, someone will have to at some point, although we can take Ry's old one and update it. I'm hoping he will have time at that point to take a hand in things again, because Ry has organizational skills that I lack.

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PostPosted: Sat May 15, 2004 11:26 pm 
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Well the good news is I found and fixed a bunch of errors in the water transition scripts. No, I didn't find a fix for the blockiness (although I did find the cause), but there was a bunch of other crap and some stuff that never got added from the new format.

The bad news is I am locked out of Ry's ftp for the moment. Client keeps coming back with too many connections from this IP.

Hopefully I will be able to get them up tomorrow, along with the above-mentioned changes to the grassbump scripts.

In the meantime can anyone recommend a good free ftp client? My cracked version of cuteftp crashes at random and I just can't see paying for a dieing technology.

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PostPosted: Sat May 15, 2004 11:53 pm 
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Ok, I timed out finally.
The new files are up. In the zip files. Pick one and use it. I STRONGLY recommend for anyone using previously released mod10 or mod11 packages to replace them with these, as they contain major fixes over the older ones. Hopefully I will get them finalized soon and start getting mod11a together for distro. Maybe Darus will give us some new features soon too.

Also I am abandoning 1.32 core completely for the 1.5 series, besides the fact that Darus releasing new versions now, the 1.5 core is FAR faster, as much as 3-4x. On my computer it does a fullmap in under 1 minute. :D

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PostPosted: Sun May 16, 2004 3:15 am 
mod11 looks great. I cant wait to use it, but only I need is a colortable for mod11, and convert my old map to mod 11 version. anyone has done these?? if you did, could you let me know??


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PostPosted: Sun May 16, 2004 4:24 am 
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i'm working on a colortable. will take some days as there are lots of tests in school next week


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PostPosted: Sun May 16, 2004 9:42 am 
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Anonymous wrote:
mod11 looks great. I cant wait to use it, but only I need is a colortable for mod11, and convert my old map to mod 11 version. anyone has done these?? if you did, could you let me know??


http://stormcrow.ryandor.com/

The files are there.

Thank you Matonor.

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PostPosted: Mon May 17, 2004 8:49 am 
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Image


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PostPosted: Tue May 18, 2004 1:25 am 
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Beautiful! Thanks Matonor. Except it's the first one I sent you. You should have gotten 2 emails from me.
The newer one has only 1 change though, the cave entrance is moved over to the last block of 4 and cut down to 3 swatches (0,20,30). Where the cave entrance was is now Brown flagstone 0,10,20,30. In reality the cave entrance could be cut down to a single swatch, because it generaly has to be edited in WF afterwards (Although I made some slick new changes that produce a useable cave entrance by script now). Also, although I could not use black for regular black and cave entrance due to some technical reasons; I don't see any reason why no-draw cannot still be used for no-draw as well as the clear cave entrances (even though I hate them). I'll put the functionality back in next time I upload a new version.

Maybe I should ditch the brown flag and put the cave entrance back where it was.
In fact disregard that, I am going to drop the brown flag, since I did promise to leave some empty space this mod. ;)

Yeah, let's make that the final colortable. My own personal version of the mod I will of course use the 3 empty tiles, and that is what I'll wind up distributing no doubt, but we'll officialy leave them blank for easy customization.

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PostPosted: Tue May 18, 2004 8:05 am 
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er. so shall i leave the colortable like that or take the newer one you mailed me ?


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PostPosted: Tue May 18, 2004 9:06 am 
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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

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PostPosted: Tue May 18, 2004 11:59 am 
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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.

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PostPosted: Tue May 18, 2004 2:01 pm 
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This one;

//*****************************
//1d = Invisible Cave entrance
//*****************************
6f 1d
7f 1d
8f 1d

From the Dragon 9+ scripts

Dev

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PostPosted: Tue May 18, 2004 9:55 pm 
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From mod 9+ maptrans.txt:

Code:
// (1d) Invisible Cave entrance
6f 010 0002
7f 020 0002
8f 030 0002


Where tile-id 0002 is no-draw.

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PostPosted: Wed May 19, 2004 8:12 am 
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Ahh good point didnt even look at that. It was on the Colortable and in the scripts so was just curious. I always place my entrances by hand so guess I always took them for granted.

You can use:

01AF & 01B0 for Invisible cave entrance. :wink:

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PostPosted: Wed May 19, 2004 2:26 pm 
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Just a question like that...

On Mod11 Color table (up there in the topic), how does the mountain part works ? There's mountain 0... mountain 2.... etc. Does it means the height of the mountain is at 0 or 2 And that the maximum mountain height is 30 (like in mod9, the one i was using before) ? It's kinda low if you want to put some around a grass height of 24-26.

And it would be funny if we can get some higher grass/forest tile (32+) like in mod9.

Lokscander


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