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PostPosted: Sun Aug 11, 2002 9:21 am 
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Joined: Sun Jun 02, 2002 8:01 pm
Posts: 1473
Location: CO, USA
When you open the unevenly.txt file you'll see this:

Code:
**************************************************************************************
//
//  This script ist for making areas unevenly
//
// Syntax :
//  [Source Group] [Frequency] [Left] [Top] [Right] [Bottom] [Altritude random addition]
//                      ^- from 1 to 1000
// ***************************************************************************************

// Making Grass unevenly on the hole map
00 0100 0000 0000 6143 4095 002


The way to NOT use this is just to put a // in front of the last line. However, if you want to use it, here's the basics.

Source Group:
This is the group of colors that you want to use. You can find the groups in groups.txt. For example, Grass is group 00 (as the example line above).

Frequency:
This is a percent, basically. From 100.0 to 0.0, just dropping the decimal point.

Left, Top:
The X Y start position of the area you'd like to make uneven.

Right, Bottom:
The X Y end position of the are you'd like to make uneven.

These last two enable you to make two areas of the same type of terrian different. For example, you have an island in an area of X:500 Y:500 by X:800 Y:800, and another island in an area of X:2000 Y:1500 by X:2200 Y:1900, but you want the first island only slightly bumpy in the grass areas but the second island majorly bumpy in the grass areas. You could add these lines:
Code:
00 0050 0500 0500 0800 0800 002
00 5000 2000 1500 2200 1900 010


Altitude Random Addition:
This is by how much you'd like the randomness to be. In my example, the max difference would be plus 2 in elevation and plus 10 in elevation, respectively.

Make sure you don't overlap any areas of the same terrian type!

You'll have to play around with the percentage and max elevation to get the desired effect, but this can save time in painting the bmp.


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