Making Customized Walls
A Brief Tutorial
Here are two example files. Coincidentally they match the
"light" and "dark" walls Furcadia uses by default.
Light Wall (27 kb) | Dark Wall (23 kb)
· How to use Wall DragonSpeak
· Filenames for Customized Walls ·
· Customized Wall FSH ·
How to use Wall DragonSpeak
A lot of people get confused when they find out there are two kinds of numbers used with wall DragonSpeak, instead of just one. Don't Panic! The first thing to know is, you don't even have to use them both to make things happen in your dream. Many furres will only need to use the Shape numbers, which go up to 11. If you're only using the first 11 light colored walls, you can just put the Shape number in to place or change them, and ignore the Texture number completely. Try it out now and see!
The Texture number lets you control WHICH group of 11 walls is in a particular spot. The light colored walls are Texture 1. The dark ones after that are Texture 2. If you're making wall patches for your dream, the number in the fsh's filename will match the Texture number you set in DragonSpeak. Still confused? Try this - start placing walls in the dream editor, and pick the first light colored wall. Look at where it shows the Shape Number and Texture Number of this wall. Now just keep pressing the + key to advance to the next wall, and watch how the numbers work. It should very quickly become clear.
Even when you understand the texture numbers, you still don't have to use them. If you want to change a dark-stone doorway into a dark-stone solid wall, you can still do that in DragonSpeak by just changing the shape number. The only time you need to use texture numbers if you want a wall to change from one grouping to another totally different type.
If you have any questions, just try out some DragonSpeak and see what it does for yourself, or ask for a Beekin Mason on the help channel. Happy DragonSpeaking!
Filenames for Customized Walls
Each map can have up to 17 customized walls. If deployed, walls 1-2 will replace the default walls. So, if you want to use the default walls with your map, you should begin adding your customized walls from the file wall_3.fsh.
|Filename||Wall #||DS Texture#||DS Wall#||Details|
(Replaces "light walls")
|wall_2.fsh||13-23||2||1-11||Default wall 2
|wall_3.fsh||25-35||3||1-11||Extra wall 1|
|wall_4.fsh||37-47||4||1-11||Extra wall 2|
|wall_5.fsh||49-59||5||1-11||Extra wall 3|
|wall_6.fsh||61-71||6||1-11||Extra wall 4|
|wall_7.fsh||73-83||7||1-11||Extra wall 5|
|wall_8.fsh||85-95||8||1-11||Extra wall 6|
|wall_9.fsh||97-107||9||1-11||Extra wall 7|
|wall_10.fsh||109-119||10||1-11||Extra wall 8|
|wall_11.fsh||121-131||11||1-11||Extra wall 9|
|wall_12.fsh||133-143||12||1-11||Extra wall 10|
|wall_13.fsh||145-155||13||1-11||Extra wall 11|
|wall_14.fsh||157-167||14||1-11||Extra wall 12|
|wall_15.fsh||169-179||15||1-11||Extra wall 13|
|wall_16.fsh||181-191||16||1-11||Extra wall 14|
|wall_17.fsh||193-203||17||1-11||Extra wall 15|
Customized Wall FSH
Each wall_X.fsh has to contain 18 shapes (0-17) exactly in the following order. Please note that while you of course are able to draw whatever you choose to these shapes, drawing walls with incorrect facing will lead to a very confusing view!
The contents of shapes are pretty much up to one's imagination, but it is strongly recommended that walls 16 and 17 contain a plain wall to make sure that Furcadia draws the walls correctly. All walls (save the half walls) should be positioned so that the wall is in the middle of the positioning square in FSH Editor.
|FSH Shape #||DS Wall #||Facing||Image||Walkable||Details|
|2||5||SW||N||Windowed wall with a windowsill|
|3||5||SE||--||Windowed wall with a windowsill|
|4||6||SW||N||Double windowed wall|
|5||6||SE||--||Double windowed wall|
|6||7||SW||N||Windowed wall 2|
|7||7||SE||--||Windowed wall 2|
|10||9||SW||N||Wall with a shelf|
|11||9||SE||--||Wall with a shelf|
|14||11||SW||N||Wall with bookcase|
|15||11||SE||--||Wall with bookcase|
The wall shapes with walkable flags marked as '--' receive the walkable flag from the other shapes -- their own walkable flag is ignored.
* The shape properties of this shape define if the "normal wall" is
walkable or not.
** The shape properties of this shape define if the "walkable wall" (i.e. wall no. 3 in DreamEd) is walkable or not.