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 Post subject: What Does this mean?
PostPosted: Fri Jun 16, 2006 3:17 pm 
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Apprentice
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Posts: 26
///////////////////////////////
// N TileA S TileB
///////////////////////////////
AAAABBBA 32AE 32AF 000 000
AAAAABBA 32AE 32AF 000 000
AAAABBAA 32AE 32AF 000 000
AAAAABAA 32AE 32AF 000 000

///////////////////////////////
// W TileA E TileB
///////////////////////////////
AABBBAAA 32AA 32AB 000 000
AAABBAAA 32AA 32AB 000 000
AABBAAAA 32AA 32AB 000 000
AAABAAAA 32AA 32AB 000 000

///////////////////////////////
// E TileA W TileB
///////////////////////////////
BAAAAABB 32B0 32B1 000 000
BAAAAAAB 32B0 32B1 000 000
AAAAAABB 32B0 32B1 000 000
AAAAAAAB 32B0 32B1 000 000

///////////////////////////////
// S TileA N TileB
///////////////////////////////
BBBAAAAA 32AC 32AD 000 000
ABBAAAAA 32AC 32AD 000 000
BBAAAAAA 32AC 32AD 000 000
ABAAAAAA 32AC 32AD 000 000

///////////////////////////////
// NW Corner is TileB
///////////////////////////////
AAAABAAA 32A8 000 000


What is AAAABAAA
what is 32A8
what is 000
what is 000

Thanx alot


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 Post subject: Re: What Does this mean?
PostPosted: Fri Jun 16, 2006 6:10 pm 
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Posting Whore
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Kaupo wrote:
What is AAAABAAA
what is 32A8
what is 000
what is 000


The AAABAAA is the orientation of the tiles and how they fit together on the map.

The 32A8 is the tiles identification number for that particular grouping and the 000's are used as blanks when less than the formated quantity is used.

Stormcrow is the expert on how the tiles fit together and scripting them, he will be along shortly I'm sure to give you a more detailed explination.

Dev

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 Post subject:
PostPosted: Sat Jun 17, 2006 1:47 am 
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Apprentice
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thnx , and do you know how this AAAABAAA is seen on the map? like how to know what means if there are 4 a and 1 b and 3 a?
ok and yes about that 32a8 i figured it out too , after i posted ,
and about those last 2 i think they are x and z


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 Post subject:
PostPosted: Sat Jun 17, 2006 9:42 am 
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Posting Whore
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The 000's might be x and z it would depend on the keys used at the top, normally for the tiles each set like the example it is the random tiles from each set.

Lets say you have 4 sand tiles for flat areas, those tile numbers would be the ones listed 38a1, 38a2, 38a3 and 38a4, but if there are only 2 tiles in that set you would show 38a1 and 38a2 then you tell the script there are no others by putting the 000's. They are Stormcrows scripts so I'm not sure how he set them up exactly.

Static files such as tree's that have multipul parts are the ones who use the 0000 as elevations since they need to be offset to look correct.

Dev

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 Post subject:
PostPosted: Tue Jun 20, 2006 7:06 am 
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yes i know that , but why do you think it could be x? Do you think a Title could be moved on other title? i think they both are Z , unfortantly i havent yet time to test it..

Well but can you please say to stormcrow to show some example or could he explain me something


Thanx


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 Post subject:
PostPosted: Tue Jun 20, 2006 8:41 am 
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Master
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If I remember correctly...from WAAYY back a while ago, the A's and B's are the eight (8) tiles surrounding a center tile (A being one random tile and B being the other that will be placed). The "32A8" and such are the tile ID's for the center tile that's being placed. The "000 000" is the x,y coordinate for the center tile being placed.

Or, the "32A8" could be the tile ID of the "A" and "B" tiles being placed around a center tile not listed on that line.

I'm sure Stormcrow, or someone else, can correct me if I'm wrong. ;)

-Goldrush
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 Post subject:
PostPosted: Tue Jun 20, 2006 4:45 pm 
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http://uocm.de/indexe.htm
scroll down
other than that piece of information there (with pictures) everything you want to know about the files is in the files themselves.

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 Post subject:
PostPosted: Tue Jun 20, 2006 5:54 pm 
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Posting Whore
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Told you Stormcrow would swoop in and save the day! :P

Oh look! Another post for my count!

Dev

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 Post subject:
PostPosted: Tue Jun 20, 2006 6:48 pm 
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Thank you for your help , now scripting my dragoon will be much easier! :wink:


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