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[Mapping] Automatically adding dirt/earth border in RME?

Jizzor

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In the image below I've tried to illustrate the issue I have mapping a version 7.6 map with RME 3.7.0.
When mapping dirt with earth it automatically creates a cave but does it with the indicated blue arrow, without the "small borders" indicated by the yellow arrow (I added them manually as a demonstration).
My question is, how do I make autoborder automatically add the borders indicated by the yellow arrow? Is there a brush or extension to do that?
Thanks for any help!

cBMG9zk - Imgur.png
 
Solution
You can find this in grounds.xml

XML:
<border align="outer" to="all" id="2"/>
<border align="inner" to="none" id="1"/>

Also in the first line on any ground you have
XML:
z-order="3000">
will be very usefull - basically its a priority when 2 grounds collide to tell how is going to borderize over the other one - the higher priority wins over the lower one.

The first line that has "outer" will add the border you want (id="2") outside the ground you paint. - You can find all borders in borders.xml

For the example Neon used - you can add it to the cave wall sprite as outer or for the dirt ground as inner

It's a shame a single sprite can't have more than one border option in RME (using some modifier to jump between them, or even a...
You dont.
Just don't use auto border for such things and go manually it will look far better

What a weird reply. I don't know why using autoborder wouldn't look good? That's like saying you should map out everything including the borders by hand because it looks better, which makes absolutely no sense. This is exactly what autoborder was programmed for, to make it more simple and faster to map while reducing a large portion of the (redundant and boring) work.
 
You can find this in grounds.xml

XML:
<border align="outer" to="all" id="2"/>
<border align="inner" to="none" id="1"/>

Also in the first line on any ground you have
XML:
z-order="3000">
will be very usefull - basically its a priority when 2 grounds collide to tell how is going to borderize over the other one - the higher priority wins over the lower one.

The first line that has "outer" will add the border you want (id="2") outside the ground you paint. - You can find all borders in borders.xml

For the example Neon used - you can add it to the cave wall sprite as outer or for the dirt ground as inner

It's a shame a single sprite can't have more than one border option in RME (using some modifier to jump between them, or even a priority modifier) because a lot of sprites can use alternative borders E.G.

1659035385665.png1659035393346.png1659035490455.png

- but thats what we have right now so if you are into mapping make a habbit of tweaking those numbers - its a good idea to leave alternate borders commented next to those lines so you can swap them faster in case you need them. If you hotswap a border while mapping, save the map and refresh (F5) - new extensions will load.

This is still 99% faster than RAW mapping.
 
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Solution
You can find this in grounds.xml

XML:
<border align="outer" to="all" id="2"/>
<border align="inner" to="none" id="1"/>

Also in the first line on any ground you have
XML:
z-order="3000">
will be very usefull - basically its a priority when 2 grounds collide to tell how is going to borderize over the other one - the higher priority wins over the lower one.

The first line that has "outer" will add the border you want (id="2") outside the ground you paint. - You can find all borders in borders.xml

For the example Neon used - you can add it to the cave wall sprite as outer or for the dirt ground as inner

It's a shame a single sprite can't have more than one border option in RME (using some modifier to jump between them, or even a priority modifier) because a lot of sprites can use alternative borders E.G.

View attachment 69579View attachment 69580View attachment 69581

- but thats what we have right now so if you are into mapping make a habbit of tweaking those numbers - its a good idea to leave alternate borders commented next to those lines so you can swap them faster in case you need them. If you hotswap a border while mapping, save the map and refresh (F5) - new extensions will load.

This is still 99% faster than RAW mapping.

This is the answer I was looking for, thank you. I will try and play around with the settings as you described a bit. Also great tip about the hotswapping, didn't know that!

Edit, as a follow-up @BahamutxD :
Works great, thanks, literally takes seconds to swap out the inner/outer border and map the area with autoborder which would've been tedious and taken much longer if done manually. Thanks again for the great help and explanation.

mapex.JPG
 
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