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Ekmek Tile
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E. If I understand you Q right then yes.
You can select witchever border you want to display on any tile. I have not added code that limits the borders shown to the ones that fits the center tile.
I have at some point considered making it possible to selct witch nine tiles to display in a 3x3 matrix. What have cept me from doing so, has mainly been a question of how to implement the borders and the interface. If it will be helpfull I'll take a look at it at again, and se if I can do it.
As to the script file: In the .zip there is a file called "Script file format.txt" this explains all that is possible with the current script file format.
And Mc, no you don't have to use silver as bg-color, or black as shadow for that matter, the default colors are specified in the script file, for the whole set of images. The default colors can then be overridden for each image as needed.Attached Files
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Originally posted by The Big Mc
Example
Tile
101 1 0000 TILE0065.tga
first number the tile id on
The second the type then 4 numbers which I am not sure what it does then the file name.
second number: is the type tell if its a border etc?
I'll probably still use tile edit a bit since I'm trained on it and I can match the tiles fairly ok. But if I understand the scripting stuff than I should load mass tiles faster.
Thanks for the help! On a side note SnOOpy has okayed my conversion and I'll pm the other guys I used for these. I'm not sure how overall these tiles are received but I wouldnt mind if it makes into the Apolyton Edition patch (that way I'll actually feel like I'm really contributing something )
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For the tile problem look at the last screen the white lines you sea are created by not getting the tile ends spot on.
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Replacing one at a time must be frustratingly slow .
If you export them as a script you can simply dump the new version of the tile in the scripts folder.
Just make sure the background is silver ( the background of most of the scripts tiles.)
As for moding the scripts it easy Here a striped down guide
The script is split into 6 sections
Tile rules
Tile Borders
Tiles
Rivers
Improvements
Variation Rule
Each type has a number above it this must = the actual number of things.
Example tile rule
{
1 -1 1
-1 1 -1
1 -1 1
-1 1 101 102 101 1
}
the bottom numbers are the same as tile edit and the top square of numbers is the adjacent tile ( just like tile edit.)
Example border rule
1 2 BORD0102.tga
1 = the main tile
2 the second tile
and the file of the border.
Example
Tile
101 1 0000 TILE0065.tga
first number the tile id on
The second the type then 4 numbers which I am not sure what it does then the file name.
I haven’t done rivers, tile imps or variation rule
The variation rule is probably best done in tile edit.
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Originally posted by The Big Mc
I made a temp work around which removed the all but the first shallow tile . which cleaned it up good.
you still have a problem with several beach tiles however.
Just over right the script file For the tile id 10 with this one.
Code:1001 10 0000 TILE03E9.tga 1002 10 0000 TILE03E9.tga 1003 10 0000 TILE03E9.tga 1004 10 0000 TILE03E9.tga 1080 10 0000 TILE03E9.tga 1081 10 0000 TILE03E9.tga 1082 10 0000 TILE03E9.tga 1083 10 0000 TILE03E9.tga 1084 10 0000 TILE03E9.tga 1085 10 0000 TILE03E9.tga 1099 10 0000 TILE03E9.tga
As for cleaning it up could you post a screen shot? what are the beach problems?
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I made a temp work around which removed the all but the first shallow tile . which cleaned it up good.
you still have a problem with several beach tiles however.
Just over right the script file For the tile id 10 with this one.
Code:1001 10 0000 TILE03E9.tga 1002 10 0000 TILE03E9.tga 1003 10 0000 TILE03E9.tga 1004 10 0000 TILE03E9.tga 1080 10 0000 TILE03E9.tga 1081 10 0000 TILE03E9.tga 1082 10 0000 TILE03E9.tga 1083 10 0000 TILE03E9.tga 1084 10 0000 TILE03E9.tga 1085 10 0000 TILE03E9.tga 1099 10 0000 TILE03E9.tga
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Thanks for the screenshots BigMC!
1) I think that orange plains is a left over from an earlier plains tile I had, so I'm going to redo the plains.
2) There is still that random sea tile messing up the light blue coasts, I need to figure out which tile that is....(I guess have a few numbered tiles and check it out, unless you or Big MC know of an easier way). And the dark ocean versus sea tile stands out too much as well as not blending with rifts, I might need borders for that.
3) The one beach tile has a grayish border and I may try to make the coasts less blocky but I got to think of a way to do that first.
4) Its looks like my "extended" borders of fuzzing the top half of tile (grassland especially) works fairly well as a border replacement all though need to be a little more spotty I think(although I intend to fix up the blocky borders to add variation)
5) Is there a way to know what border a tile will use when looking tileedit? It might be hard to know which ones matchup where and when.
Did you see anything else? How do the new sand dunes look?
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That orange plains tile, isnt that the graphic for pollution in civ3? What happened to the original, lighter shade for plains?
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Here are the altered tile rules for the rifts.
Got to go see a man about a dragon.Attached Files
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Okay I finished all sea tiles (I think) and touched up a few others like the trees borders, the sand dunes, and of course did the alagea and reefs.
Maq could you please post screenshots, especially of problems I spent time updating instead of hunting for that CD....thanks...
#3 removed, latest:
Last edited by Ekmek; May 4, 2004, 22:35.
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The rifts ahs two bugs one is if you place a rift at the side of a continental shelf the shelf invert.
Two if you use the editor and put 9 rift tiles together in a square you get the single rift tiles.
The answer to the first bug lies in the source code (not fixed yet)
The second bug lies in the tile rules of which I have a set which works wich I will dig out and past tomorrow.
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Sorry, dont worry about the part where the shelfs are inverted, i created that part of land with the editor to put the desert and dunes on the screenshot, and the editor did that to the inverted shelf. (i dont know why though)
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Originally posted by The Big Mc
I will dig out the moded rift tile rule to allow for multiple rift squares .
But Maquiladora there is the bug with putting rifts at the side of the shelf’s.
I have a lot of hill graphics in there but I don't know why it only picks one.
Borders definetely need work.
How did those cliffs get inverted? Is that part of the bug too?
doing the kelp and reef now....
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I will dig out the moded rift tile rule to allow for multiple rift squares .
But Maquiladora there is the bug with putting rifts at the side of the shelf’s.
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