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 Post subject: Mod 11 Screenshots
PostPosted: Mon May 31, 2004 3:27 pm 
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During the week I will try to collect some screenshots of mod 11's new features and post them here. For now a couple new small transitions:

The red tile transition-
Image

The dark wood transition-
Image

The light wood transition-
Image

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 Post subject:
PostPosted: Mon May 31, 2004 4:12 pm 
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T2A style transitions:

Forest2Swamp-
Image

Jungle2Swamp-
Image

Grassbump2Swamp-
Image

The last needs a little fixing but you get the idea.

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 Post subject:
PostPosted: Mon May 31, 2004 5:42 pm 
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Ooo Nice work StormCrow *claps* :D

Dev Viperrious

Http://Serpentsmoon.com

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 Post subject:
PostPosted: Mon May 31, 2004 5:57 pm 
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Hell ya, that looks excelent :) these are new updates you have done? Or are they in the download pkg already?

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PostPosted: Tue Jun 01, 2004 3:04 pm 
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killer! i knew the wait would be worth it

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 Post subject:
PostPosted: Tue Jun 01, 2004 3:25 pm 
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Uploaded now. Bear in mind this is still unfinished.

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 Post subject:
PostPosted: Tue Jun 01, 2004 7:13 pm 
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Hei thought i would just give you a note that the dragonmod 11 crashes when ever i try to compile,and decompile my map i always get
"DRAGON for Windows"
"Access violation at address 0040401A in module 'Dragon.exe'. Write of address 0283B1C4."

Any ideas on this? my main consern is to compile ofcourse, is it becaus my map is made for dragon 9+ ? anyways just thought i would let you know about the error incase there is something that needs to be checked out.

Goes back to working with mod9+ :)

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 Post subject:
PostPosted: Tue Jun 01, 2004 10:55 pm 
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Wrong colortable would give unintended results, but it shouldn't crash Dragon. I zipped up my directory that I am working out of and uploaded it, so I know it all works properly. Not sure what would be causing that.

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 Post subject:
PostPosted: Wed Jun 02, 2004 12:33 am 
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Todays new upload includes fixes to the grassbump scripts. I didn't like the altitudes so I fixed them more like the coasts. Of course this adds some of the inherint blockiness that is only fixed by lowering the adjacent tiles (2nd tile in from transition). I am hoping Darus comes up with a way to fix this, but it would involve a different method of transitioning and is probably very complex. Still Punt's new WF shows much promise. If he can make the interface as easy to use as the old WF it will make this task much easier.

I think I have gotten all the map transitions done. I'm going to add some grass2 for the new wood and tile but that's about all I can think of.

Finishing up the mod now focuses on statics between transitions. The big things are lava, stars, caves, and dungeon walls (I plan on adding more for all the new floorplates).

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 Post subject:
PostPosted: Fri Jun 11, 2004 6:00 am 
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time i start moving my map over to mod 11 from mod 9. Where do i start, load the ACO file into photoshop then just change all the colors on the map over to the correct colors on the mod 11 colortable?

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 Post subject:
PostPosted: Fri Jun 11, 2004 6:27 am 
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Master
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yeah. convert the bmp to rgb, pic a color with the selection/select color area (no idea how its called because i have a german photoshop) or select them with the magic wand tool with 0 tolerance and fill with the right mod 11 color.
than set the image mode to indexed colors and select the mod 11 colortable and safe.


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 Post subject:
PostPosted: Sun Jun 13, 2004 6:16 am 
Image

This happens when i draw Grass 0 and in the Middle of it Grassbump 10 or 20. So, what did I do wrong :?:

This is what it looks like in Photoshop...

Image


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 Post subject:
PostPosted: Sun Jun 13, 2004 6:46 am 
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Ooops, sorry forgot to log in. That was my Post up there. :-)


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 Post subject:
PostPosted: Sun Jun 13, 2004 5:35 pm 
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what exactly is wrong there? looks fine to me

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 Post subject:
PostPosted: Sun Jun 13, 2004 7:30 pm 
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rage88 shouldnt it add a cliff like edge to the grass bump part? and not just a slanted hill. anyways , i'm still learning so i wont say for sure hehe.

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 Post subject:
PostPosted: Mon Jun 14, 2004 1:54 am 
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Yes, it should add a Cliff Edge to it, like seen on Stormcrows Screens. I mean, it works better than Mod9 (got Marble instead of the Grass...), but It?s not what I want. Just normal Grassbumps. Can?t be impossible. I hope Crow?s back soon.


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 Post subject:
PostPosted: Mon Jun 14, 2004 2:28 pm 
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Just got back into town today.
I made some major changes to the way the grassbump works.
Grassbump does not transition to grass anymore but only to grassbump at other altitudes. This was done so that you can make breaks in the ridgeline that are walkable grass. The other difference with it is that it will produce dark coasts whereas regular grass produces the light coasts.

The way to do this now is make an area of grassbump 0 surrounding grassbump 10 or 20 or 30.

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 Post subject:
PostPosted: Mon Jun 14, 2004 10:04 pm 
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i knew all of that. really.

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 Post subject:
PostPosted: Tue Jun 15, 2004 12:08 am 
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Young
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Ah, I see. Going to try that immediately. Hope it works! :-)


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 Post subject:
PostPosted: Tue Jun 15, 2004 12:24 am 
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Young
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Well, it works perfectly now, Storm! Thanks! If you wouldn?t be a Man, I?d kiss you. :D


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 Post subject:
PostPosted: Thu Aug 19, 2004 10:54 pm 
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New upload of Mod11 today. You can find it in the usual place ( http://stormcrow.ryandor.com/ ). Nothing big, 3 fixed scripts (see submissions forum for which 3).

Don't expect anything major. I'm working on scripts for UOL right now ( Orbsydia.com ) and as I find and fix errors (gasp! yes I made quite a few) in the Mod11 scripts I'll upload them here.

Stay tuned for grass2jungle (1 that I know is messed up, but haven't gotten to yet)

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 Post subject:
PostPosted: Fri Feb 27, 2009 11:31 am 
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Young
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Bumping an old topic..

been looking at http://www.ryandor.com/files/makingmaps.11.pdf
and trying to do the cliff thing, but alas, it works not.


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