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Custom world map and Iris2 http://iris2.de/forum/viewtopic.php?f=19&t=1136 |
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Author: | Greg L. [ Wed Dec 05, 2007 10:19 am ] |
Post subject: | Custom world map and Iris2 |
Hello ! I try to make some custom maps with Dragon 9 and make it work with Iris2. I found in this forum that Iris2 doesn't need static world tiles to make transition ... no need to say how happy I am, because Dragon transitions are a pure mess ! I've experienced some crashes, but I'm not sure about the source of the problem. I think it happens when water level is higher than ground level. I'm currently working on a simple island (a 15x15 square, using only two types of terrain) to find if there's any problem with transitions. So, I found some : - The NE corner of my square island always looks crap, but other corners look good. I only run dragon.exe and don't use dragonsp.exe to fix transitions. - The water around the island (1 tile wide) is lower than the rest. No idea how to fix the problem. Have someone already made some custom maps with Dragon to use them with Iris2 ? Please share your tips ! ![]() (Sorry for my bad English, my motherlanguage is French) |
Author: | ghoulsblade [ Wed Dec 05, 2007 12:35 pm ] |
Post subject: | |
hi ! sience has been working on maps for our "iris online" test/demo-shard, i don't know which tools he used, and i have no idea about uo mapping, but maybe you can find some infos on that page. good luck =) |
Author: | SiENcE [ Wed Dec 05, 2007 12:47 pm ] |
Post subject: | |
Hi, great to hear, that someone is doing a Iris only Map. Currently i'm also creating a testshard for our Team (Iris-Online). We don't take Dragon or soemthing else, because we take http://iris2.de/index.php/UOTC . It's a mapping tool develop by the dead Middelerth Shard and enhanced by me. Here you can find our map and have a look, if you are interested in. http://sience.schattenkind.net/ This tool is more easy than any other tool, because it uses a 24bit BMP and an 8bit HEIGHTMAP. Transitions are needed to tell the TerrainShader where todo a transition. But you don't have to take care how UO transitions look like. This is all done by our shader. If you are using this Shader you only have to take one Texture for each terrain. Thats great so far, to easily exchange or add new Terrain Types. But try attention to users who don't have a graphiccard with shader 2.5 - 3.0. This users don't see transitions between terraintypes. Thats why we also support the old UO Terraintiles. I can give you UOTC if you want. And, please use Iris2 "unstable" instead of "stable" until we release a new stable version. Iris2 is nogood with custom maps ![]() regards SiENcE |
Author: | Greg L. [ Wed Dec 05, 2007 1:29 pm ] |
Post subject: | |
Thanks for your replys ! I'd be glad to test UOTC, so feel free to provide me a link to download it ! ![]() If you need it, I can try to make some French translations for Iris2 (software, website, ...). Ich kann auch ein bisschen Deutsch sprechen ! ![]() |
Author: | ghoulsblade [ Wed Dec 05, 2007 3:17 pm ] |
Post subject: | |
you can download it here : http://varan.uodev.de/ about supporting gfx-cards without shaders : we will probably add terrain code that only uses multitexturing and works without shaders (so it works also on older cards) for transitions at some point in the future, but it'll be a while until then. |
Author: | SiENcE [ Thu Dec 06, 2007 10:45 am ] |
Post subject: | |
Ah don't download the UOTC version ghouly provided on this site ( varan.uodev.de ) !!! This version is very old and buggy and not optimized for Iris. It also doesn't work with 8bit Heightmaps! So please wait until i give you a link. I also include the sourcecode. I think i release it todays evening. regards |
Author: | Suwing [ Thu Dec 06, 2007 11:03 am ] |
Post subject: | |
Nice tool ! Very usefull ![]() Use you a particular soft to make the mapz.bmp ? I think try to use Blender for make in 3d a custom map and take a black&white topography screenshot for the mapz.bmp If I success I will make tuto Maybe have you other idea ? ![]() |
Author: | SiENcE [ Fri Dec 07, 2007 7:26 am ] |
Post subject: | |
Here is an modified version of uotc. Sourcecode included. http://sience.schattenkind.net/UOTC_v02.zip Currently i'm cleaning up some stuff and adding an example map. release v03 soon this weekend. |
Author: | Greg L. [ Thu Dec 13, 2007 3:19 pm ] |
Post subject: | |
Thanks for the link ! Could you explain some features in the software ? I think CustomRect stands for handling custom sized maps, but some things aren't very clear (items, ...). I'll write down a little tutorial once I will feel fine with UOTC ! ![]() |
Author: | SiENcE [ Thu Dec 13, 2007 7:43 pm ] |
Post subject: | |
Oh sorry. Tutorials are only in german for now: http://www.uodev.de/kb.php?mode=article&k=50 but i changed some things on my version. You have to take an 8bit greyshaded heightmap (instead of a 24bit heightmap). I also fixed the size to 6144x4096 (768x512 8x8 Blocks) Tiles. I write a small Tut. when i fixed all the Bugs. regards. |
Author: | Greg L. [ Fri Dec 14, 2007 9:09 am ] |
Post subject: | |
Hey SiENcE ! I use The Gimp and the color palettes you provide with UOTC, so I think it works fine. However, UOTC use a lot CPU time and memory : one of my two CPU cores was at 100% and took about 300 Mb of RAM when I ran it. I'll make some other tests today. |
Author: | SiENcE [ Fri Dec 14, 2007 1:13 pm ] |
Post subject: | |
The whole process needs about 600mb of ram. But its a lot faster than any other Map Generator. Take a look into the scripts. color_area.txt [RGBValue-from Colorpalette][TextureCode][low][high][description] There you can define the RGB-Color for each Landtype. items.txt [Type, where to Place the following Items] [Frequency] [ItemGroup1] ... [description] [Frequency] [ItemGroup1] [ItemGroup2] [ItemGroup3] ... [description] ... where: ItemGroupX = [Item(hex)] [ZLevel(dec)] [Color(hex)] [Xmovement(dec)] [Ymovement(dec)] for example. greetz |
Author: | Greg L. [ Fri Dec 14, 2007 3:35 pm ] |
Post subject: | |
I fear there's a mistake : I wasn't talking about items in UOTC scripts, but wondering what stands for "items" when UOTC prompts some questions regarding to them. ![]() I'll do some other tests ... on a more powerful computer ! ![]() |
Author: | SiENcE [ Fri Dec 14, 2007 8:18 pm ] |
Post subject: | |
items means all statics from art.mul . |
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