CountZero

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Everything posted by CountZero

  1. As a GM is there a way to set light sources to never run out of fuel? I know priests can bless them but do I have to make my GM char a priest or is there a simpler way?
  2. Map 111 https://drive.google.com/open?id=1N7MvyYUY_A2j8jokvsM4WDjbOYAOtCSF
  3. Map 110 This ones going to be rough in places, you might see tool marks in the terrain and bits arnt as tidy as they could be. I just did this as an exercise - don't expect anyone will want to use it so will leave it as is. If anyone DOES want to use it I'm happy to do more work. https://drive.google.com/open?id=1mVfZUOaSVu6-91wSc7jA-s2Iy6QsklVy
  4. Just messing around now, haven't been in game to check but im guessing the rivers a fairly rough. - Map 109 https://drive.google.com/open?id=1XvHveWEh-Yo11uzVoKRs5NyHqzLAuAPv
  5. oh, not at all lol - I have a nearly finished cathedral that was designed with bridges in mind for arches (didn't occur to me it wouldn't be possible) and now its just sitting there with big gaps where the bridges should go
  6. not sure what relevance this is
  7. Does anyone have tips for build highways? As an admin Id like to build 2 or 3 main highways to start the server off with and as such I want these to stretch extremely far in different directions from the starter deed. At the moment im just flattening ground with focus zones 30 tiles at a time but at this rate its going to take me forever
  8. Map 108 https://drive.google.com/open?id=1GD0iRmCZlc_AZj1_dqIszp9YQBtIUE9v
  9. Map 107 https://drive.google.com/open?id=1xtK7mnxLLGtts-Zz1NNn0i8Bm2A_rrSN
  10. Hello, I know the wyvern mods bundle has this functionality however it doesnt seem to work. Even if it did, its a huge thing to have just for that 1 little thing im after. If anyone could make a standalone mod that lets you build bridges indoors i would be immensely grateful
  11. aaah cheers - ill have a dig through and test **edit, the bridge part is right at teh top and defaults to on so i guess just isnt working atm**
  12. cheers, I assume this wont be something someone with no coding skill could pick up and learn in short order?
  13. thanks for replying. I dont have another mod that is now not working, I thought this pack included something that let you do it? - sindusk said that the building bridges indoors was part of your Miscellaneous Changes module. Is it just a case of finding a particular config option to perhaps enable it? (I dont mind searching for it)
  14. I installed everything and all seems well however when I go to create a bridge inside...i get further than i would normally but on the bridge type menu it tells me the north side is too weak "needs a solid wall just below planned connection" there is a solid wall all the way down - iv tried moving the range pole around a bit but no luck. I know you mentioned it was a bit unstable - does it mean it just wont work or is there something that can be done? thanks,
  15. example thread - pretty sure most of it is custom added - like in the first vid looks like they have added any image they like as tapestries etc
  16. hello, I noticed on your server it said there was a mod for building bridges indoors - is that in the server tweaks mod or is it one thats not available?
  17. Map 106 Map 106 was an embarrassment so iv pulled it until I can sort it out
  18. Hello, I have been browsing around the forums and seen photos and videos of some awesome custom model and textures on other servers. When I searched for texture mods I couldn't really find much. I assume most servers that have made their owns are keeping them private to give their servers some uniqueness which is totally understandable. How easy is it to create your own textures? (I assume models are harder). I am sure full on modding is beyond my skills but is adding in new texture files on the same level as writing a new mod? Aaaaaand, if I DO create new textures - would they be client side only? with players having to do stuff to their clients in order to view them?
  19. As a GM, how do i locate all deeds on the server? (Id like the coords of the token) or a specific one if i know the name?
  20. if you google 3d terrain editor there are lots of options, the powerful and fancy ones often cost money. I think L3DT is popular amoung wurmians as its relatively feature rich and free but I personally use something called scape. http://www.decarpentier.nl/?s=scape Its free and basic - just a free hand paint tool. It was made many moons ago by a single guy basically as a university project or something I think - it is what it is and there is zero support for it so you have to figure ti out for yourself. Luckily its pretty simple. When you unpack the zip you will get a folder called scape, inside this you will find a folder called bin. Inside this you will find a folder called settings. Open the startup file in a text editor and set it to the map size you want to create. Mine looks like this; :Startup ::Heightfield rows:4096 columns:4096 height:0 Notice you can also set the base height - useful if you prefer to design by taking material away (carving) rather than by building up. Once you have saved your settings you can then launch the executable. I found a youtube vid that explains the basics of how to use it - ill link it at the end. Two tips - by default the light is set at a 26 degree angle - this means that one side of your hills etc will be in shadow and hard to see. I usually change it to 80 degrees (some shadow is good). On the top tool icon bar the lighting section is teh second icon from the right. Secondly, when you first load it and use a tool to lower a bit of the land you will see the colour changes. The elevation that the land changes colour can be set (there are 3 or 4 colors, i only really care about 2). In the top tool bar, click the third icon from the right that looks like a checkered square. Now in the right properties menu scroll down to layer 4. The height (units) will be set to 160 - change this to 55. Now anything on the map you see that is green should be above sea level and any other colour will be below sea level (at a water depth of 500 in the wurm editor). The scale difference between scape and wurm can be hard to appreciate when your working in scape - something that looks good can look crap once you've dropped the dirt. Even now iv used it alot i still have to do a lot of exporting and importing and dropping dirt - having a look and then going back and making changes and doing it all over again. Even when you have something that looks good in the wurm editor if you really want to show due diligence (i often dont ?) then you need to load up the game and fly around and check it out. Check water depth, check coastlines and river banks. Are banks, beaches, slopes too steep? can you see obvious tool marks in the landscape that need smoothing over? Is the ground bumpy? is it too flat? etc