Hi there,
I have a small portion of the map that I would like to make walkable. It is a dark area now.
I've tried to put a floor there, but I had no success: I still can't walk on it.
Is there any way to accomplish this without having to change the static?
To be more specific, I am trying to build a corridor to get from Doom's Gauntlet to Nix the Variety Dealer.
Thank you
Making black areas walkable (Doom Dungeon)
Re: Making black areas walkable (Doom Dungeon)
Remember when you replace a "black" area with a texture be sure to rebuild the realm afterward. That might be why it isn't "walkable".
Re: Making black areas walkable (Doom Dungeon)
I've had no problems doing this in the past, should work fine.
I guess all I can suggest is make sure the floor tile is locked down.
I guess all I can suggest is make sure the floor tile is locked down.
Re: Making black areas walkable (Doom Dungeon)
I do not understand what the realm has to do with it, maybe I didn't explain myself in the right way.
(if you can't see the image, try this: http://picpaste.com/36d84f51a6e4c018696 ... 849cc4.jpg)
Here is a PIC of what i am trying to accomplish: in front of me, there is a dark area. I am trying to put floor tiles on it (0x510) in the hope to make it walkable but, even if locking them down, I still can't pass from there.
(if you can't see the image, try this: http://picpaste.com/36d84f51a6e4c018696 ... 849cc4.jpg)
Here is a PIC of what i am trying to accomplish: in front of me, there is a dark area. I am trying to put floor tiles on it (0x510) in the hope to make it walkable but, even if locking them down, I still can't pass from there.
Re: Making black areas walkable (Doom Dungeon)
Ever since version 0.96 POL has used the realm data files to determine whether the terrain is passable (walkable) or water or impassable. It doesn't read the MUL files for that information. So if you change the map MUL file you must copy the new version of your map to the MUL subdirectory in your POL directory and then run the realm gen function in the starthere batch file.
Re: Making black areas walkable (Doom Dungeon)
I understand it, but I am trying to accomplish this with dynamic tiles without modifying the MUL files.
Re: Making black areas walkable (Doom Dungeon)
Sorry I missed that part of your question.Is there any way to accomplish this without having to change the static?
To my knowledge there isn't a way to do it without changing the statics but maybe someone else knows how.
Re: Making black areas walkable (Doom Dungeon)
Thank you for your answer.
Mhhh... that's weird, because if you know the place I am talking about, on the offical UO the path is walkable.
I am using the official unmodified map but I cannot walk on it, that's why I have assumed I have to put some dynamic tiles to make it work the way it is intended.
Maybe I'm just wrong from the beginning then... do you have the Doom Dungeon in your shards? How can players access the Variety Dealer?
Mhhh... that's weird, because if you know the place I am talking about, on the offical UO the path is walkable.
I am using the official unmodified map but I cannot walk on it, that's why I have assumed I have to put some dynamic tiles to make it work the way it is intended.
Maybe I'm just wrong from the beginning then... do you have the Doom Dungeon in your shards? How can players access the Variety Dealer?
Re: Making black areas walkable (Doom Dungeon)
I'm not familiar with the Doom Dungeon or the Variety Dealer sorry.