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PostPosted: Sun Nov 02, 2003 2:44 am 
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Slayer of Fools
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Warped_Dragon wrote:
But thats not my suggestion. How about a new color for "dead" forests? You know, trees without leaves, dead and decaying undergrowth.... a forest that would fit the wasteland terrain.

And maybe one for snow as well...

Of course, these could be easily made by converting exisitng forest scripts to use new items, and just adding a color to use the new scripts... right?


There are 2 ways to go about this:

1) Add a new terrain group.
2) Modify the items.txt script.

Adding a new terrain group takes up valuable palette swatches. The more altitude variations that you want, the more swatches. Being as we are limited to the number of swatches we can use, the more specialized a terrain group, the less sensible it is to make a seperate terrain group.

Moding the items.txt can be a bit more work but gives you greater control over region by region statics. Let's say for example that I want to have 3 different forest types; northern (mostly pine trees), temperate (regular OSI type), and dead (for a desolate area in the southwest part of my map). I'm going to make a coldforest.txt, forest.txt, deadforest.txt.
Part of my items.txt is going to read:
01 0075 0000 0000 6143 1000 coldforest.txt
01 0075 2001 1001 6143 4095 forest.txt
01 0030 0000 1001 2000 4095 deadforest.txt

What this will do is any forest area from X 0-6143, Y 0-1000 (from the top down to 1000, left to right) will use my coldforest script. Any forest below 1000 and to the right of 2000 will be normal forest. Any forest below 1000 and to the left of 2000 will be dead forest.

This is of course a very simplified example and does not take into account that maybe I want my dead forest in a small area in the center of my map and everything around it to be normal forest. That would require 4 renamed copies of forest.txt to be placed in the items.txt with coordinate ranges that surround the deadforest. Example:

01 0075 0000 0000 6143 1999 forest.txt
01 0075 0000 2000 3000 2500 forest2.txt
01 0030 3001 2000 3500 2500 deadforest.txt
01 0075 3501 2000 6143 2500 forest3.txt
01 0075 0000 2501 6143 4095 forest4.txt

The more statics groups you want, the more work it gets to become. A hard fast rule about items.txt is that the same script (by name) cannot be executed twice, even in different X/Y coordinates. If you tried to run forest.txt through twice it would crash. This is why you have to copy and rename even if you want to use the same script for all 4 forest areas. This takes a lot more planning and tinkering to get it the way you want it but it does give you very good control over statics placement (both in type and density).

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PostPosted: Sun Nov 02, 2003 7:37 am 
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great info. thanks!

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PostPosted: Sun Nov 02, 2003 11:43 am 
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Whoa, I was quoted. Cool

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PostPosted: Sun Nov 02, 2003 3:42 pm 
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I thank you alot :) This information is most certainly welcome.


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PostPosted: Sun Jun 13, 2004 6:56 am 
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Is there away tpo make it so it doesnt place any staics in an area?
i have a place like green acers and i dont want any trees flowers etc, just want it to be all flat and no statics.

Any tips on how to do this would be nice

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PostPosted: Sun Jun 13, 2004 12:02 pm 
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I'd like to know this too. Is there a way to make Dragon completely ignore a portion of the map? (For instance, to add an island in the corner of the map but not to do anything else to the map outside of the boundries of the isle).

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PostPosted: Mon Jun 14, 2004 2:39 pm 
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Slayer of Fools
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Very easily.
If you open up items.txt, you will see something like so:
Code:
00 0020 0000 0000 6143 4095 Grass.txt
01 0130 0000 0000 6143 4095 Forest.txt
02 1000 0000 0000 6143 4095 Water.txt
05 0005 0000 0000 6143 4095 Desert.txt
//05 0010 0000 0000 6143 4095 Beach.txt
07 0015 0000 0000 6143 4095 Snow.txt
08 0170 0000 0000 6143 4095 Jungle.txt
//10 0001 0000 0000 6143 4095 Lava.txt
//13 0001 0000 0000 6143 4095 Ocean.txt
17 0030 0000 0000 6143 4095 Moss.txt
18 0090 0000 0000 6143 4095 Swamp.txt
19 0020 0000 0000 6143 4095 Grass2.txt


Now if we changed the grass line to say:
Code:
00 0020 0000 0000 5119 4095 Grass.txt

Then any grass east of the 5119 line (that is where the dungeon area starts on the OSI map) will not have any statics placed on it.

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PostPosted: Mon Jun 14, 2004 3:10 pm 
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Awesome, thanks!

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PostPosted: Mon Jun 14, 2004 3:48 pm 
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Thanks for info :) should have known that since i was already playing around with the items script and did understand what i was doing for once lol

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PostPosted: Mon Nov 01, 2004 5:55 am 
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Sorry to drag up an old thread, but I've got a question related to the subject...

Assuming that I did create a new script for a different forest type, and applied it as described, how would I go about changing the terrain under the forest? It would look awful strange if I had the forest terrain, with pines and other "snowy/northern" statics on it, in the middle of an snow field. Having snow terrain under the forest would look a lot better ;)

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PostPosted: Mon Nov 01, 2004 10:32 am 
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Slayer of Fools
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Then you would change the group id from 1 to 7 because 7 is snow.

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PostPosted: Mon Nov 01, 2004 12:03 pm 
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That simple, eh? I guess that was a stupid question, wasn't it? That's what I get for posting without mucking around with the files myself for a bit. Thanks for the quick response, and feel free to to tell me to figure it out myself if I do it again ;)

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PostPosted: Mon Nov 01, 2004 12:29 pm 
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Thrain wrote:
i have a place like green acers and i dont want any trees flowers etc, just want it to be all flat and no statics.


easiest would probably get the xy of the corners and wipe off the statics which you can do in wf

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