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 Post subject: Problem with DragonMod9+
PostPosted: Wed May 02, 2007 7:00 am 
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Young
Young

Joined: Mon Oct 04, 2004 6:56 am
Posts: 14
Good afternoon seniores and senioritas.

My problem is... well, pictures will be the best way to show it:

Dirt:
Here is a screen from the game
Here is a screen from the bmp

Sand:
Here is a screen from the game
Here is a screen from the bmp

And problem is only with those two lands: dirt and sand. How can i fix it?

Thank you.


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 Post subject:
PostPosted: Wed May 02, 2007 8:28 am 
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Master
Master

Joined: Mon Jan 20, 2003 7:55 pm
Posts: 213
Have you run Dragon Static Patch? That program lays the transition tiles between different tile sets.

-Goldrush
*******


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 Post subject:
PostPosted: Wed May 02, 2007 11:38 am 
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Young
Young

Joined: Mon Oct 04, 2004 6:56 am
Posts: 14
Of course... i repeat, problem is only with sand and dirt, on the map also there are jungle, mountains, grass, swamp, et cetera... and coasts are great.


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 Post subject:
PostPosted: Thu May 03, 2007 8:16 am 
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Master
Master

Joined: Mon Jan 20, 2003 7:55 pm
Posts: 213
My apologies. From the brief glimpse I got of the images before my silly McAfee Site Advisor kicked me off, it appeared to be a transitions problem.

If it's just a N/NW coast problem, you'll need to edit those areas using Worldforge.

-Goldrush
*******


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 Post subject:
PostPosted: Thu Jun 28, 2007 3:56 am 
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Young
Young

Joined: Mon Mar 26, 2007 1:55 am
Posts: 7
Location: Lille - FRANCE
I have the same problem with Grass ... and get rid of it by avoiding the use of 2x2px straight angles. Far way easier than tweaking you map with WorldForge.

For example :
Wrong :
Code:
ssssss
ssgggg
ssgggg
ssgggg


Right :

Code:
ssssss
sssggg
ssgggg
ssgggg


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 Post subject:
PostPosted: Thu Jun 28, 2007 2:10 pm 
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Journeyman
Journeyman

Joined: Mon Aug 14, 2006 11:51 am
Posts: 102
its been my experience that you cant have such "fuzzy" coastlines.
What I mean by that is this .... You may have to much 2 pixels stepping.

so, instead of 2 pixel steps adjacent on one corner, use either a 1 pixel step or/and 1x, 2y or 2x, 1y, it should smooth it out.

Basicaly the same as above post


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