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 Post subject: Bumpiness...
PostPosted: Mon Jan 16, 2006 7:56 am 
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Journeyman
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Joined: Mon Sep 19, 2005 6:07 pm
Posts: 109
I was wondering if there was a tutorial about how to tweak the bumpiness of the ground, and how to set up new zones that would have bumpiness.

Any help would be appreciated.


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 Post subject:
PostPosted: Tue Jan 17, 2006 2:42 pm 
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Master
Master

Joined: Tue May 17, 2005 12:23 am
Posts: 279
Location: USA
Assuming you're using Dragon, take a look in the text file "unevenly.txt" and you'll see something like this:
Code:
//Mod11 Stormcrow
//**************************************************************************************
//Unevenly 1.03.62
//Syntax :
//[Source Group] [Frequency] [Left] [Top] [Right] [Bottom] [Altitude Random Addition from 1 to 1000]
////***************************************************************************************

06 1000 0000 0000 6143 4095 005
This is where you can adjust how bumpy a particular terrain will be. The one line that's not commented out tells Dragon to make terrain group 06 (probably grass in the default) bumpy 1000 (100.0%) of the time in the area from (0000,0000) to (6143,4095) (the entire map0.mul size, pre-ML) by adding a random amount (up to 005) to each tile's altitude.


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 Post subject:
PostPosted: Wed Jan 18, 2006 4:31 am 
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Journeyman
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Joined: Mon Sep 19, 2005 6:07 pm
Posts: 109
Yes, I'm using Dragon.

Okay interesting. I haven't searched around yet, but is there a tutorial that explains what all the different files do in Dragon? Sorta like a reference I guess would be a better description of it.


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 Post subject:
PostPosted: Wed Jan 18, 2006 2:20 pm 
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Not your daddy
Not your daddy

Joined: Mon Nov 18, 2002 2:18 am
Posts: 1224
Location: Oregon State
No, not really.. but each Dragon script has that definition at the top.. it is completely self explanatory.

_________________
Forget what you know, know what you forget.


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 Post subject:
PostPosted: Thu Jan 19, 2006 6:56 am 
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Master
Master

Joined: Tue May 17, 2005 12:23 am
Posts: 279
Location: USA
Dian wrote:
No, not really.. but each Dragon script has that definition at the top.. it is completely self explanatory.


This is exactly right. If you reread my description of the unevenly.txt file, then look at the header in that file (the commented part I ignored before), you'll find exactly what I said, just in fewer words. I just explained it in a little more depth. The only problems I've run into is whether certain numbers should be decimal or hex, so if you know you have the right number, and it's not working the way it should, try switching bases.


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 Post subject:
PostPosted: Sat Jan 28, 2006 6:08 am 
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Journeyman
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Joined: Mon Sep 19, 2005 6:07 pm
Posts: 109
Okay, interesting.

Thanks for the help.


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