Ryandor.com

Forums
It is currently Sat Apr 27, 2024 7:33 am

All times are UTC - 7 hours [ DST ]




Post new topic Reply to topic  [ 22 posts ] 
Author Message
PostPosted: Sun May 14, 2006 4:59 pm 
Offline
Apprentice
Apprentice

Joined: Sat Apr 22, 2006 11:40 pm
Posts: 31
This spot (shown below) is not on either my terrain.bmp or my altitude.bmp ... both files show the exact same tiles as the others around the spot. I have re-drawn and re-compiled the map several times and this spot is always there ... both files have been made indexed with the appropriate palette (generated using map generator 2) ...

I am using Punt's Map Generator 2 ...


Image


Top
 Profile  
 
 Post subject:
PostPosted: Sun May 14, 2006 5:35 pm 
Offline
Grand Master
Grand Master

Joined: Sat Mar 12, 2005 3:29 pm
Posts: 414
Any chance you have any dif files in your client or map directory?


Top
 Profile  
 
 Post subject:
PostPosted: Sun May 14, 2006 6:04 pm 
Offline
Apprentice
Apprentice

Joined: Sat Apr 22, 2006 11:40 pm
Posts: 31
punt1959 wrote:
Any chance you have any dif files in your client or map directory?


Well ... I'm not sure what you mean by dif files ... but I have the following in my Client Directory:
mapdif0.mul, mapdif1.mul, mapdif1.mul, mapdifl0.mul, mapdifl1.mul, mapdifl02mul, stadif0.mul, stadif1.mul, stadif2.mul, stadifi0.mul, stadifi1.mul, stadifi2.mul, stadifl0.mul, stadifl1.mul, stadifl2.mul

Is that what you mean???


Top
 Profile  
 
 Post subject:
PostPosted: Sun May 14, 2006 6:16 pm 
Offline
Slayer of Fools
Slayer of Fools
User avatar

Joined: Tue Jul 02, 2002 4:54 pm
Posts: 1289
You are using deep water instead of shallow water.
Shallow water is static tiles for coasts, you should use it anywhere touching land and for 5-12 tiles out (8 is OSI average).
Deep water is water maptile it is used for the rest of the map.

_________________
This space for rent.


Top
 Profile  
 
 Post subject:
PostPosted: Sun May 14, 2006 6:32 pm 
Offline
Apprentice
Apprentice

Joined: Sat Apr 22, 2006 11:40 pm
Posts: 31
Stormcrow wrote:
You are using deep water instead of shallow water.
Shallow water is static tiles for coasts, you should use it anywhere touching land and for 5-12 tiles out (8 is OSI average).
Deep water is water maptile it is used for the rest of the map.


Ok ... I think I have found the source of the problem ... I followed the following steps using photoshop CS 8.0:

1. I created the file 7168x4096

2. I went to Image > Mode > Indexed Color and in that windows I loaded the custom palette (.act) file that I had created using Map Generator 2

Now here is the problem ... The shallow water color in the Palette is #0000A9 (R:0 G: 0 B: 169) ... but when I paint it to the pic it comes out #0000AA (R:0 G:0 B:170) ...

This seems to be the only color that is doing this ...

What am I doing wrong???


Top
 Profile  
 
 Post subject:
PostPosted: Sun May 14, 2006 6:40 pm 
Offline
Grand Master
Grand Master

Joined: Sat Mar 12, 2005 3:29 pm
Posts: 414
well, those dif files will aslo wind up "patching" your map as well.

dif files are a way for OSI to patch the different facets. The map you generate will not be expecting those patches. So you need to zero them out, or delete them (rename them).

As for the color issue, stormcrow is better versed to answer.

Hopefully, I will be getting another data update soon from stormcrow, which I understand allows one to have different altitude coast lines now. Stormcrow is busy at work on them, but hopefully I will get an update soon and will post it.


Top
 Profile  
 
 Post subject:
PostPosted: Sun May 14, 2006 7:01 pm 
Offline
Apprentice
Apprentice

Joined: Sat Apr 22, 2006 11:40 pm
Posts: 31
punt1959 wrote:
well, those dif files will aslo wind up "patching" your map as well.

dif files are a way for OSI to patch the different facets. The map you generate will not be expecting those patches. So you need to zero them out, or delete them (rename them).

As for the color issue, stormcrow is better versed to answer.

Hopefully, I will be getting another data update soon from stormcrow, which I understand allows one to have different altitude coast lines now. Stormcrow is busy at work on them, but hopefully I will get an update soon and will post it.


I removed those files and UOX3 says shows a failure for those files ... but the odd water hole is gone ...

the thing I need to know now is how can I prevent this from reappearing on the clients that connect to my server without harming their ability to connect to standard map servers?


Top
 Profile  
 
 Post subject:
PostPosted: Sun May 14, 2006 7:05 pm 
Offline
Grand Master
Grand Master

Joined: Sat Mar 12, 2005 3:29 pm
Posts: 414
The dif files require the server to send a packet to the client to activiate them. Most servers, if they have no dif files, will not send the packet, thus the clients shouldn't have an issue.


Top
 Profile  
 
 Post subject:
PostPosted: Sun May 14, 2006 7:07 pm 
Offline
Slayer of Fools
Slayer of Fools
User avatar

Joined: Tue Jul 02, 2002 4:54 pm
Posts: 1289
Do a search for dif files. Lot of info. It comes up a lot. Then check back if you still have questions. As far as the painting goes, I don't know why it would be doing that, I have no problems but I am still using PS 6. The color for deep water however is B:129 (or 0x000081) so it shouldn't be giving you other results. Make sure you aren't using any antialiasing or tolerance ranges other than 0 in PS.

_________________
This space for rent.


Top
 Profile  
 
 Post subject:
PostPosted: Sun May 14, 2006 7:16 pm 
Offline
Apprentice
Apprentice

Joined: Sat Apr 22, 2006 11:40 pm
Posts: 31
punt1959 wrote:
The dif files require the server to send a packet to the client to activiate them. Most servers, if they have no dif files, will not send the packet, thus the clients shouldn't have an issue.


Hmmm ... then why did my dif files create that water hole ...

Quote:
Do a search for dif files. Lot of info. It comes up a lot. Then check back if you still have questions. As far as the painting goes, I don't know why it would be doing that, I have no problems but I am still using PS 6. The color for deep water however is B:129 (or 0x000081) so it shouldn't be giving you other results. Make sure you aren't using any antialiasing or tolerance ranges other than 0 in PS.


I was actually hoping to edit out that question ... because obviously there must be a way or custom maps would be a huge problem instead of a benefit ... and plus I have a lot of map creation to do before I need to worry about clients connecting ...

Also .. it is the shallow water (not deep water) that I am having a problem with ... it shows up as B:170 in the palette.xml file ... so I am thinking that the .aco file must have a slight error ... and the .act file is correct ...


Top
 Profile  
 
 Post subject:
PostPosted: Sun May 14, 2006 7:21 pm 
Offline
Grand Master
Grand Master

Joined: Sat Mar 12, 2005 3:29 pm
Posts: 414
cavalier67 wrote:
Hmmm ... then why did my dif files create that water hole ...


Becuase the dif files where in the directory the server you where using looked for its mul data? Most if they find dif files, send the packet. When they are gone, the packet isn't sent (or zero size).


I will look into the aco file, but cant really test, as I dont have it, and only going by my understanding of web documentation.


Top
 Profile  
 
 Post subject:
PostPosted: Sun May 14, 2006 7:30 pm 
Offline
Slayer of Fools
Slayer of Fools
User avatar

Joined: Tue Jul 02, 2002 4:54 pm
Posts: 1289
Interesting, checking through my files, I find that according to terrain.xml shallow water is indeed B:170, my terrain.act file agrees with this but my terrain.aco does not. However I have not had any problems with it not giving me the proper terrain. As to Photoshop, it doesn't really care what color it is so much as what index it is. So if the colors on your aco are slightly off it doesn't matter as long as they are the correct index (to confirm this you can make that swatch some color like red and paint with it on your image and it should still show up as the correct color....I think)

_________________
This space for rent.


Top
 Profile  
 
 Post subject:
PostPosted: Sun May 14, 2006 7:56 pm 
Offline
Grand Master
Grand Master

Joined: Sat Mar 12, 2005 3:29 pm
Posts: 414
Ok, so can one please describe the problem exactly.


For one the color in the ACT is?
And for the ACO is ?


The only difference is the ACO has the color scaled to 16 bit (from eight bit) for a channel. I assumed that this was done by multiple by 256. if that is incorrect, then I am not sure the correct approach. But I need a specific example, and what the two results are, and suppose to be.


Top
 Profile  
 
 Post subject:
PostPosted: Sun May 14, 2006 8:09 pm 
Offline
Slayer of Fools
Slayer of Fools
User avatar

Joined: Tue Jul 02, 2002 4:54 pm
Posts: 1289
Well the shallow water should be 0x0000AA and it is 0x0000A9 in the aco.
I don't know about any of the others at the moment (does anyone want to compare the colors in the act and aco to the stated values in the terrain and altitude xml files?) However it should not cause a problem, because the indexes are ultimately all that is important (not saying it isn't worth fixing, but that puts it way down on my priority list).

_________________
This space for rent.


Top
 Profile  
 
 Post subject:
PostPosted: Sun May 14, 2006 8:19 pm 
Offline
Grand Master
Grand Master

Joined: Sat Mar 12, 2005 3:29 pm
Posts: 414
Ok, interesting. I am definately writing 0xAA to the aco (shifted up) by eight.

have to think about the scale a bit


Top
 Profile  
 
 Post subject:
PostPosted: Sun May 14, 2006 8:24 pm 
Offline
Grand Master
Grand Master

Joined: Sat Mar 12, 2005 3:29 pm
Posts: 414
Ok, rechecked my scale, and believe it should be 257, not 256 (0xffff/0xff)

Anyway, if one could get the latest, and see if it generates correct aco files would appreciate it.


Top
 Profile  
 
 Post subject:
PostPosted: Sun May 14, 2006 8:52 pm 
Offline
Journeyman
Journeyman
User avatar

Joined: Fri Sep 30, 2005 12:26 pm
Posts: 75
Quote:
PostPosted: Sun May 14, 2006 7:32 pm Post subject:
Stormcrow wrote:
You are using deep water instead of shallow water.
Shallow water is static tiles for coasts, you should use it anywhere touching land and for 5-12 tiles out (8 is OSI average).
Deep water is water maptile it is used for the rest of the map.


Ok ... I think I have found the source of the problem ... I followed the following steps using photoshop CS 8.0:

1. I created the file 7168x4096

2. I went to Image > Mode > Indexed Color and in that windows I loaded the custom palette (.act) file that I had created using Map Generator 2

Now here is the problem ... The shallow water color in the Palette is #0000A9 (R:0 G: 0 B: 169) ... but when I paint it to the pic it comes out #0000AA (R:0 G:0 B:170) ...

This seems to be the only color that is doing this ...

What am I doing wrong???


the map is 6144x4096, yours is too big


Top
 Profile  
 
 Post subject:
PostPosted: Sun May 14, 2006 9:02 pm 
Offline
Grand Master
Grand Master

Joined: Sat Mar 12, 2005 3:29 pm
Posts: 414
Not for ML it isn't. It is the correct size.


Top
 Profile  
 
 Post subject:
PostPosted: Mon May 15, 2006 2:27 am 
Offline
Grand Master
Grand Master

Joined: Thu Jul 17, 2003 8:54 am
Posts: 971
You can replace the diff files with 0 byte files, just back them up and replace them. You can use something like notepad to create a 0 byte file.

_________________
-= HellRazor =-
Shattered Sosaria is coming!
http://www.shatteredsosaria.com


Top
 Profile  
 
 Post subject:
PostPosted: Mon May 15, 2006 5:21 am 
Offline
Apprentice
Apprentice

Joined: Sat Apr 22, 2006 11:40 pm
Posts: 31
The problem with the odd water filled hole (see picture above) was solved by removing the dif files from my client directory ... thanks punt ... I will try and figure out which one was causing the issue if anyone is interested ...


Top
 Profile  
 
 Post subject:
PostPosted: Mon May 15, 2006 10:12 am 
Offline
Slayer of Fools
Slayer of Fools
User avatar

Joined: Tue Jul 02, 2002 4:54 pm
Posts: 1289
It is the dif files for whichever map you are using. They need to be removed for any custom map.

_________________
This space for rent.


Top
 Profile  
 
 Post subject:
PostPosted: Mon May 15, 2006 1:19 pm 
Offline
Grand Master
Grand Master

Joined: Thu Jul 17, 2003 8:54 am
Posts: 971
And just to further explain exactly what the DIFF files are:

The DIFF files are patches to the map that are loaded by the client. Anything in the DIFF files will override whats in the map. OSI uses this method as a way to make changes or adjustments to the map without users having to download huge patches. The DIFF files also patch in the differences between Trammel and Felucca (for example, the Yew swamps in Felucca and Haven in Trammel are both contained in the DIFF files).

_________________
-= HellRazor =-
Shattered Sosaria is coming!
http://www.shatteredsosaria.com


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 22 posts ] 

All times are UTC - 7 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 45 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group