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[Field/Map]Wind Forest (town from LL)

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This is LL field/map converted to PT. Because this is a very big map not everything could be included. Map is splitted into multiple files (100) and collision mesh. To see additional collision mesh press <SHIFT>+<F7> as admin.

NHEooU5 - [Field/Map]Wind Forest (town from LL) - RaGEZONE Forums


Download:

Extract WindForest.7z to "Field" folder



This is for version 1.98.9: Add writeField_WindForest.7z to your game.exe (more info can be found here: http://forum.ragezone.com/f399/writefield-function-adding-editing-pt-725350/)



/field 62 will teleport you to the map.


For those that already have writeField up and running:

C++:
writeField.h
Code:
#define Wind                         old_dun_3                       + fieldOffset
#define Forest                       Wind                            + fieldOffset


writeField.cpp
Code:
//----- (new field) ------------------------------------------------------------
        field((char *)Wind, (char *)"WindForest\\Wind.ase", (char *)"WindForest");
    animation((char *)Wind, (char *)"WindForest\\001.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\002.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\003.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\004.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\005.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\006.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\007.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\008.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\009.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\010.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\011.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\012.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\013.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\014.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\015.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\016.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\017.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\018.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\019.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\020.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\021.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\022.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\023.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\024.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\025.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\026.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\027.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\028.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\029.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\030.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\031.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\032.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\033.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\034.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\035.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\036.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\037.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\038.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\039.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\040.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\041.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\042.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\043.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\044.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\045.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\046.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\047.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\048.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\049.ase", 0);
    animation((char *)Wind, (char *)"WindForest\\050.ase", 0);
     fieldCmd((char *)Wind, 506900, 504998);
     teleport((char *)Wind, 511177, 508909, 178, 64, 32, 0, 2);
   teleportTo((char *)Wind, (char *)Wind, 510879, 508847, 101);
  environment((char *)Wind, fldT_town, skyT_forest_day_4, skyT_forest_evening_5, skyT_forest_night_6, bgmT_town_1_tempskron_ricarten, 0, 1, 1);
//----- (new field) ------------------------------------------------------------
        field((char *)Forest, (char *)"WindForest\\Forest.ase", (char *)"WindForest");
    animation((char *)Forest, (char *)"WindForest\\051.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\052.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\053.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\054.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\055.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\056.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\057.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\058.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\059.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\060.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\061.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\062.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\063.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\064.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\065.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\066.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\067.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\068.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\069.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\070.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\071.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\072.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\073.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\074.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\075.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\076.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\077.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\078.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\079.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\080.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\081.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\082.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\083.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\084.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\085.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\086.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\087.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\088.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\089.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\090.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\091.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\092.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\093.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\094.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\095.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\096.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\097.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\098.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\099.ase", 0);
    animation((char *)Forest, (char *)"WindForest\\100.ase", 0);
     fieldCmd((char *)Forest, 506900, 504998);
    fieldLoad((char *)Forest, (char *)Wind, 506900, 504998, 0);
  environment((char *)Forest, fldT_town, skyT_forest_day_4, skyT_forest_evening_5, skyT_forest_night_6, bgmT_town_1_tempskron_ricarten, 0, 1, 1);

Pictures:

NHEooU5 - [Field/Map]Wind Forest (town from LL) - RaGEZONE Forums

PO3yeQb - [Field/Map]Wind Forest (town from LL) - RaGEZONE Forums

GGWQIG4 - [Field/Map]Wind Forest (town from LL) - RaGEZONE Forums

MMVuwCq - [Field/Map]Wind Forest (town from LL) - RaGEZONE Forums

TP667NW - [Field/Map]Wind Forest (town from LL) - RaGEZONE Forums

WsDk1nu - [Field/Map]Wind Forest (town from LL) - RaGEZONE Forums

uXuGqca - [Field/Map]Wind Forest (town from LL) - RaGEZONE Forums

HZMnCRw - [Field/Map]Wind Forest (town from LL) - RaGEZONE Forums

CrcZ6jn - [Field/Map]Wind Forest (town from LL) - RaGEZONE Forums

Ha9a3QF - [Field/Map]Wind Forest (town from LL) - RaGEZONE Forums

MMmzEda - [Field/Map]Wind Forest (town from LL) - RaGEZONE Forums

QI3gGlw - [Field/Map]Wind Forest (town from LL) - RaGEZONE Forums

qCGxeHG - [Field/Map]Wind Forest (town from LL) - RaGEZONE Forums

hRgiTD3 - [Field/Map]Wind Forest (town from LL) - RaGEZONE Forums

5V6SrR0 - [Field/Map]Wind Forest (town from LL) - RaGEZONE Forums

qzWVPCO - [Field/Map]Wind Forest (town from LL) - RaGEZONE Forums

90JNZWO - [Field/Map]Wind Forest (town from LL) - RaGEZONE Forums

zWO5x2U - [Field/Map]Wind Forest (town from LL) - RaGEZONE Forums

lhBDEXy - [Field/Map]Wind Forest (town from LL) - RaGEZONE Forums

Hz8VqDQ - [Field/Map]Wind Forest (town from LL) - RaGEZONE Forums

OLfg7Br - [Field/Map]Wind Forest (town from LL) - RaGEZONE Forums

uuDGHTN - [Field/Map]Wind Forest (town from LL) - RaGEZONE Forums

QciwvnQ - [Field/Map]Wind Forest (town from LL) - RaGEZONE Forums

tjuBQ8W - [Field/Map]Wind Forest (town from LL) - RaGEZONE Forums

KJ1D6JA - [Field/Map]Wind Forest (town from LL) - RaGEZONE Forums

Z3JS5vO - [Field/Map]Wind Forest (town from LL) - RaGEZONE Forums

xQwoXRU - [Field/Map]Wind Forest (town from LL) - RaGEZONE Forums

L8NC7Hn - [Field/Map]Wind Forest (town from LL) - RaGEZONE Forums

UMLuIRZ - [Field/Map]Wind Forest (town from LL) - RaGEZONE Forums
 

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Last edited:
Newbie Spellweaver
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Thank Vormav ^ ^
Hunting field, you can even upload this?
 
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I don't remember it being quite that big. Scale may be slightly out, but considering the area, that's not surprising. Just comparing Priestess to chairs and tables... I thought the tables where about knee high and park benches around the height of loose fore-arms. It's pretty impressive though.

Thanks muchly. :)
 
Newbie Spellweaver
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So beautiful towns, but unfortunately I do not know how to set.:*:
 
Joined
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NPC's with motion effects are below the map (only those who walk the map), someone can tell me why and how to fix this problem?


Ps: I'm using the system writeField Vormav the latest version.
 
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