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 Post subject: Help with mod 11
PostPosted: Fri Jun 10, 2005 5:22 pm 
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Young
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First i have to say sory for mi english , its not soo good :(
I search the forum but I can't find the way to fix this problem.

My problem with mod 11 its the coast , i cant make its works.
I try to place diferents colors but its not working.. i have a screen :

Image


1-As you can see the ocean its -5 but why mod 11 put grass in the ocean? :S
2-In the coast i use the oter -5 water color but i cant fix te problem... i dont know why
3-Can someone put some class of guide or a little tutorial please? like what color i have to use for this class of lands.

i work with mod9 without a problem but this cant modify malas map so i have to use mod 11

So if someone can helpme please , thank a lot


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 Post subject:
PostPosted: Fri Jun 10, 2005 5:41 pm 
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Posting Whore
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Your coast has to be 0 z height to work with mod 11, it looks like yours is around 20-30.

You may also need to use the two different Ocean/Water tiles for coast. Try the first and if it still looks funny then you need to use the -5 "water" tiles around the land for it to apply the proper coastal statics.

Dev

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 Post subject:
PostPosted: Fri Jun 10, 2005 6:08 pm 
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Young
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ok , i use the 0 for the grass , -5 all around the land and -5 ocean but i have this :
Image


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 Post subject:
PostPosted: Fri Jun 10, 2005 6:19 pm 
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Posting Whore
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Ok now your half way there.

You simply need to use the -5 "water" tiles around your land, paint them out to around 15 tiles from the coast and it will tell dragon to add the statics to cover those holes.

If you look at the mod 11 color chart you will see 2 types of water at -5, one is "ocean" and one is "water".

That should solve your problem.

Dev

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 Post subject:
PostPosted: Fri Jun 10, 2005 6:56 pm 
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Young
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Its not working :(
if i paint 15 tiles i got this :

Image

I think maybe the problem come from mod 11.
Can you showme a little example on a bmp file?


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 Post subject:
PostPosted: Fri Jun 10, 2005 10:15 pm 
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Posting Whore
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Did you run Dragon SP after you compiled the map? That is what will create the tiles that go along the shore.

Dev

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 Post subject:
PostPosted: Sat Jun 11, 2005 7:34 am 
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Slayer of Fools
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Dev Viperrious wrote:
Did you run Dragon SP after you compiled the map? That is what will create the tiles that go along the shore.

Dev


Looks like that's exactly what he didn't do.
The bmp is correct.

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 Post subject:
PostPosted: Sat Jun 11, 2005 9:03 pm 
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Young
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yes , i run dragon sp i choise "search" , " all " and start.


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 Post subject:
PostPosted: Sun Jun 12, 2005 7:09 am 
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Are you copying the statics and stadix files over as well?
The map is correctly generated, that is what it should look like without statics.

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 Post subject:
PostPosted: Sun Jun 12, 2005 1:41 pm 
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Young
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Yes i do , when dragonsp finish i copy and replace the files : map3.mul , staidx3.mul statics3.mul

Im using landscaper now they look more easy to work.


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 Post subject:
PostPosted: Sun Jun 12, 2005 4:20 pm 
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Posting Whore
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map3.mul???......Dragon was designed to work on map0.mul.

Dev

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 Post subject:
PostPosted: Sun Jun 12, 2005 5:16 pm 
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That explains a lot.
The new Dragon core will generate maps other than map0, however Darus has yet to release a version of DragonSP that works with other maps.

You can make the map as map0 (just use the correct size for your destination map) then use UOCopy to move your work to the right mul files. Best you can do with Dragon until we get an updated DragonSP.

I know UOL has issues (or last I worked on it) with map0 but it works fine for map2 and 3 (presumably 4 or whatever SE is as well).

Your other options are SMC (but you'll have to write your own scripts for it) or the various venerable pre-Dragon era stand-alone programs that make transitions and generate statics.

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 Post subject:
PostPosted: Mon Jun 13, 2005 10:27 pm 
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Young
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Oh fck ! :(
Can you make a few examples from how to work with uocopy?
I cant use that program ... i mean the x , y , x2 , y2 its too hard... :oops:


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 Post subject:
PostPosted: Thu Apr 27, 2006 9:44 am 
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mR TeKa wrote:
Oh fck ! :(
Can you make a few examples from how to work with uocopy?
I cant use that program ... i mean the x , y , x2 , y2 its too hard... :oops:


It's not hard...

You specified the bmp size of your current map (map3). What you need to do, is put a rectangle that size in a map0.mul bmp. Then when compiled into a map0.mul, you copy that rectangle out. x,y are the pixel offsets for the upper left corner; x2,y2 are the pixel offsets for the lower right corner.

So suppose you have a 200 * 200 pixel bmp size, and have a 20 * 20 pixel rectangle that you placed 10 pixels from the top, and 10 pixels from the left edge.

You would need to copy 11,11 - 31,31 into the new map.

Did that make sence ?

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 Post subject:
PostPosted: Thu Apr 27, 2006 10:20 am 
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Aww... if you had waited less than two more months with replying to that question, you'd be reviving a one year old thread! No cookie for you.

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 Post subject:
PostPosted: Thu Apr 27, 2006 11:09 am 
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LOL... Darn... I didnt look at the date... did a search on coast transitions... this turned up as one of the first. Comming at the end I just replied without looking at the age of it :D

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 Post subject:
PostPosted: Thu Apr 27, 2006 12:06 pm 
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thats it, your banned. :twisted:

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 Post subject:
PostPosted: Thu Apr 27, 2006 12:08 pm 
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TOPIC LOCKED!

Ooops, I forgot again. :oops:

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