Apocalypse

Member
Hey all, Ive tried several different things to try and remedy this and have talked about it before trying different things on the map makers discord but just wanted to see if anyone knew a work around on the forums, Whenever i make a mountain cave (doesn't matter what type of mountain cave color i use) the resulting above mountain tops above the caves are more than m,axed out in Z height. Anyone know why UOL does this? i don't remember having this issue in the past.ugh.jpg
 
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It generates it that way because it is set that way in the Common.xml file. Mountains are mentioned 3 times in this file. Find the correct method you are using to generate mountains above the mine and adjust the heights in this file.
 
@golfin In the common.xml i see "Mountain Cave" has AltIDMod="40"/> does this mean it add +40 Z to any height its above? i tried the "mountain cave without static that has the alt at 120 but they came out the same. What do i edit so these flow with the rest of the mountain? would that mess up anything in game by doing so?
did a test and it isnt adding...40... it just throws the Z to 125 and i can get the rest of the mountains up tot that point as some of it caves in and isnt at 125... so weird...
 
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I think I'll try changing AltIDMod="40" to zero and try it out. I haven't tested it myself and prefer to fix the whole mountains in Centred over the mines. But theoretically I think it could work. I'll try it tomorrow and let you know.
 
I did a test. I used "Mountain Cave without statics" in the terrain.bmp image. In the Altitude.bmp image, I painted the other height to 0. In the common.xml file, I set the AltIDMod height to 60 for "Mountain Cave without statics". The surrounding mountains are exactly 60 in height. And it works. It just has one flaw. The borders, where the valleys end, rise to 120 and then fall back to 60. I don't know yet what causes this. It must be something in the transition settings in other xml files.
Don't you want to discuss UO Landscaper on the discord "The Mapmakers Guild"?
 
I also ran a test. I used just the two mountain caves by themselves to see if by itself. Other is set to 0. This is mountain cave with statics. The height is 40 but the jagged parks are all different sizes. (not sure why) For some reason when i raise the altitude of the mountains surround the cave, it just adds a base value on top of what i put into altitude. Now look at this next picture of mountain cave without statics...
40 height copy.jpg
This mountain cave without statics raises the entire rock base to 120Z and this was "other" 0 by itself. Its all uniform unlike the other. not sure why this does this but i had set the mountain cave to zero in the XML files and it still gave me the weird height thing. I will also investigate some files to see what could be causing this but i wanted to post these here for research findings
120 height.png
these were set standard in common during this experiment. I went back in and set them both to zero. (with statics) some were at zero but others spike to 120 so it was very jagged, without statics it was flat ground.

mws set 0.jpg
I then decided to use the cave without statics in my map and saw what you were seeing. the surrounding rocks are maxed out at 120z. so im assuming whatever height we give out mountains, we have to adjust the height of our "other" Z level to match it? i dont remember having to do that before.. hmmm its thought the mountains are adding 120Z to the static walls below. If i remember correctly, walls sit at 20z in tiledata.mul.. wonder where the jump is coming from... *edit* used cave without static and set the "other" to the same height as the mountain surrounding it and it just pushed the floor of the save to the specified Z height. it didnt put rock over the top of it.
no statics set 0.jpg
 
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