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
wall_1.fsh 1-11 1 1-11 Default wall
(Replaces "light walls")
wall_2.fsh 13-23 2 1-11 Default wall 2
(Replaces "dark_walls")
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
0 4 SW N Windowed wall
1 4 SE -- Windowed wall
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
8 8 SW Y Doorframe
9 8 SE -- Doorframe
10 9 SW N Wall with a shelf
11 9 SE -- Wall with a shelf
12 10 SW N Door
13 10 SE -- Door
14 11 SW N Wall with bookcase
15 11 SE -- Wall with bookcase
16 1, 3 SW N* Wall
17 1, 3 SE Y** Wall

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.