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Dragon Mod11 color table help: nowhere near technical
http://www.ryandor.com/forum/viewtopic.php?f=2&t=2756
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Author:  Planet_Jeroen [ Wed Apr 19, 2006 2:12 am ]
Post subject:  Dragon Mod11 color table help: nowhere near technical

Hello all,

I'm groing confused over the last few days. I've been around for a while in the UO Emu scene, mostly as lurker, every now and then trying to make a move in the direction of creating my own world.

I finaly made the time to get to it. So I downloaded a hoard of programs and tools, installed the bunch and opened the mapmaking tutorial, followed the steps for Mod9, applying Mod11 names and found myself good to go.

New basic map, island, shitty coast. darn. Went to the forums, found all kinds of nice pictures, explanations and what not more, but they address Z levels that are NOT on the Mod11 color palete.

What I would like to know is the REASON for the Z levels in the palette, and why they are different from the levels used in Mod9, and how that affects the overall look of the world.

I want to know this because I would find it hard to believe that a Mod9 palette would be better then a Mod11 palette, even tho it seems like that for a n00b.

One more thing: The mod9 palette used 'devidable by 5' z levels (5, 10, 15, etc.) The mod11 palette uses smaller step 'dividable by 2' z levels for most terains. Any insights on this ?


Thanx in advance!

Author:  Spudz777 [ Wed Apr 19, 2006 6:46 am ]
Post subject: 

It's all in the scripts and the preferences of the people who wrote the scripts. Basically, using increments of 5z uses up fewer color positions, allowing for more land options (grass, forest, mountain, swamp, etc.), but some people prefer to have smaller changes in elevation. In my response to your other post, I went into a little detail about the maptrans.txt. This is sort of the heart of the process as it determines which color position becomes which land type. Mod9 and Mod11 are just different ways of doing things, and it's really up to you which way you want to do it. If you become familiar with the maptrans.txt file, you can make whatever changes you feel are necessary to get the z levels you want.

Author:  Coldfire [ Wed Apr 19, 2006 7:19 am ]
Post subject:  Re: Dragon Mod11 color table help: nowhere near technical

Planet_Jeroen wrote:
Hello all,

I'm groing confused over the last few days. I've been around for a while in the UO Emu scene, mostly as lurker, every now and then trying to make a move in the direction of creating my own world.

I finaly made the time to get to it. So I downloaded a hoard of programs and tools, installed the bunch and opened the mapmaking tutorial, followed the steps for Mod9, applying Mod11 names and found myself good to go.

New basic map, island, shitty coast. darn. Went to the forums, found all kinds of nice pictures, explanations and what not more, but they address Z levels that are NOT on the Mod11 color palete.

What I would like to know is the REASON for the Z levels in the palette, and why they are different from the levels used in Mod9, and how that affects the overall look of the world.

I want to know this because I would find it hard to believe that a Mod9 palette would be better then a Mod11 palette, even tho it seems like that for a n00b.

One more thing: The mod9 palette used 'devidable by 5' z levels (5, 10, 15, etc.) The mod11 palette uses smaller step 'dividable by 2' z levels for most terains. Any insights on this ?


Thanx in advance!


Are you my twin?

Author:  Planet_Jeroen [ Wed Apr 19, 2006 8:42 am ]
Post subject: 

Heh... not that I'm aware :)

I started another topic, http://www.ryandor.com/forum/viewtopic.php?t=2757 that was answered, and in the answer these questions get explained real good.

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