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 Post subject: Deser = beach ?
PostPosted: Thu Sep 01, 2005 8:16 pm 
Hi guys...
a question..

i wanna make a beach, i search bit the desert texture is the good for this..

i paint and later run dragon and frezeeed, buttttt
this texture create a cactus etc... i dont like...

Any answer ? :D
thks


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 Post subject:
PostPosted: Thu Sep 01, 2005 11:21 pm 
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Posting Whore
Posting Whore

Joined: Fri Aug 29, 2003 6:21 pm
Posts: 1434
Location: Colorado Springs, Co.
Personally I added a "Beach" script which uses the same one as Desert but with no plants or rocks. After freezing I go in and hand deco them with some shells and/or wave animations.

To do this you would need some knowledge of how dragon and its scripts work.

Perhaps the simplest way for a none scripter would be to use the melt feature in one of the EMU's like RUNUO. This will let you remove any statics that you like very quickly and is a handy feature.

Dev

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 Post subject:
PostPosted: Fri Sep 02, 2005 8:32 am 
i use sphere... mod11 of dragon...
i ...
i... i...
i need this scripts and..... :D


please, and thkx


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 Post subject:
PostPosted: Fri Sep 02, 2005 6:45 pm 
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Posting Whore
Posting Whore

Joined: Fri Aug 29, 2003 6:21 pm
Posts: 1434
Location: Colorado Springs, Co.
Sorry but I don't share my scripts.

Here is a sample of what you need to do though.

Desert Script converted to Beach, this one goes in the "items" folder.
_____________________________________________________________

// -----------------------------------------------------------------------------------------
// Syntax :
// [Frqequency] [ItemGroup1] [ItemGroup2] [ItemGroup3] ...
//
// Itemgroup = [Item(hex)] [ZLevel(dec)] [Color(hex)] [Xmovement(dec)] [Ymovement(dec)]
// -----------------------------------------------------------------------------------------

// Beach

_____________________________________________________________


You will need to add a section under "Groups" for "Beach" and just copy the same script from desert under groups and rename it to beach. I recommend using one of the tile groups that you do not use. For me it is building floor tiles, I never use those on the map.

// ****************************
// 05 = Beach
// ****************************
30 05
31 05
32 05
33 05
34 05
35 05
36 05
37 05
38 05
39 05
3a 05
3b 05
3c 05
3d 05
3e 05
3f 05
_____________________________________________________________

The two numbers above in red are the ones that assign groups, this is the two you will need to change to the proper color group.

_____________________________________________________________

You need to edit the "Items.txt" file (Not the folder)to add the new group or replace one of those you do not use.
_____________________________________________________________

The graveyard one is a good one to axe and replace since its not used.

09 0020 1636 3443 1936 3693 graveyard.txt

You can either replace the "09" with what ever group you created for the "Beach" group or use the 09 to create the beach.
Change the 0020 chance to place to 0000 so it does not place any statics just to be safe.
_____________________________________________________________

Next would be the actual "Maptrans.txt"

// (05) desert with going up altitude
30 000 0016 0017 0018 0019
31 002 0016 0017 0018 0019
32 005 0016 0017 0018 0019
33 010 0016 0017 0018 0019
34 012 0016 0017 0018 0019
35 015 0016 0017 0018 0019
36 020 0016 0017 0018 0019
37 022 0016 0017 0018 0019
38 025 0016 0017 0018 0019
39 030 0016 0017 0018 0019
3a 032 0016 0017 0018 0019
3b 035 0016 0017 0018 0019
3c 040 0016 0017 0018 0019
3d 042 0016 0017 0018 0019
3e 045 0016 0017 0018 0019

Change the red items to which ever group you are using and rename it to "Beach".

The blue items are the "Color table numbers" from the chart shown on the top of the same script. You will need to change these to which ever colors you are replacing to create beaches.

Duplicate this step in "Maptrans105.txt" (Not sure which one it uses so I always just change both).

This should get you a script that you can use to place static free map tiles to look like a beach.

If you truely want to get your "script on" then you could replace the desert statics with items that would be found near beaches such as sea shells which can be figured out by looking in the scripts and using InsideUO program to find the item numbers.
_____________________________________________________________


Best of luck!
Dev

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"So...if crazy people don't know their crazy...does that mean your only sane if your know your crazy?"


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 Post subject:
PostPosted: Fri Sep 02, 2005 8:32 pm 
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Slayer of Fools
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Joined: Tue Jul 02, 2002 4:54 pm
Posts: 1289
There is a beach script included with mod 11. It just isn't assigned to anything because I didn't feel it was worth wasting a spot in the palette for. I did actually leave 3 empty slots in the "official" palette ( FC,FD,FE) but the one I distributed is something I was messing around with and I added some extra dirt heights in those slots.

BTW Vip, group 5 in mod 11 is desert. Graveyard isn't actually assigned; I only did it on someone's request but didn't consider it worth using a palette spot either. Not relevant for you maybe, but relevant for him since he is using mod 11.


The way I do it though is to edit the area in the items.txt file to populate different areas of the same terrain with different statics. See http://www.ryandor.com/forum/viewtopic.php?t=1115 for more details. In this case what you would do is paint desert and beach alike with the same group 5 sand. Then before you compile you have to figure out which areas you want to be desert and which sand and edit items.txt and supporting scripts accordingly. It is a lot more work but also gives a lot more flexibility.

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 Post subject:
PostPosted: Fri Sep 02, 2005 9:44 pm 
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Posting Whore
Posting Whore

Joined: Fri Aug 29, 2003 6:21 pm
Posts: 1434
Location: Colorado Springs, Co.
My bad, I do use Mod9+.

Dev

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