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PostPosted: Thu May 13, 2004 3:32 am 
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Not your daddy
Not your daddy

Joined: Mon Nov 18, 2002 2:18 am
Posts: 1224
Location: Oregon State
Okay, so you made a map with Dragon and found out that there are transitions that dont work out.
Simply put, forest going into grass is a transition. Grass connecting with Dirt is another transition. UO has tiles that make *most of these transitions look good. Half the tile is (for dirt/grass) dirt, the other half is grass.. for an example.

So what about when Dragon has 3 different land tiles coming together, and it doesnt know what to place? Well, in some cases, its a simple fix with World Forge map editor, in a few cases, there is no true fix. Here is a brief how-to use world forge run down.

I am using a grass-dirt-forest area example, as it is pretty common of a transition. Heres a small shot of the *bmp.
Image

Yeah, looks like it should be fine on the *bmp, but there are no scripted 3 way transitions to Dragon. Realisticly, there are no 3 way transitions (grass/dirt/forest on the same tile) at all. Heres what it will look like in game, once Dragon has been ran.

Image

Right, thats as good as Dragon gets for this type of transition unfortunately. And is where World Forge comes into act.
Now, World Forge is a great finishing map tool, and should only really be used if you are certain you will not need to recompile your map again with Dragon. At least, not this given area.
(You could still alter the *bmp, recompile Dragon for a new map0.mul, then copy and paste the new updated area of your map to a base map you are putting together. If you spend much time and devotion to your map, you will understand all of that stuff in time :wink: )

So, World forge. I am going to assume here, that you at least know how to enter your file paths that WF requires. Here is what this spot will look like in WF, in the Map Edit screen.

Image

As you see there, the tiles that should have a transition, are solid grass or forest, where they should have a grass/dirt or forest/dirt tile. But, Dragon unfortunately does not understand this. So it defaults to a solid tile.
Here, you select the proper transition tile from the tile selection on the right of the map screen, and place it on the map. Make sure you have the correct altitude. When you are done, it should look like this:

Image

World Forge makes the tile changes to the map0.mul file at the instant you change it. Meaning, if you change a tile, its done. There is no 'undo' button, nor do you make your modifications and then save to file. Its instant. So beware of what you do, and always practice this on a backup copy of your map first.
When we have this finished in World Forge, we can now go in game and have a look at the finished product :)

Image

Again, this is a brief demonstration, there are a lot of little things here and there that may stump you along the way. But trust me, once you actually get it, you will be surprised (if you had trouble) that you had trouble at all.
Hope this helps some of you with your map making, and map finishing.

*The file paths to World Forge were removed, because I am a paranoid bastard 8)

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