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Ekmek Tile

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  • The Big Mc
    replied
    nice one Martin.

    Leave a comment:


  • Martin the Dane
    replied
    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

    Leave a comment:


  • Ekmek
    replied
    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.
    So if I understand you right, the first number is the TILE ID number as seen in tileedit,

    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 )

    Leave a comment:


  • The Big Mc
    replied
    For the tile problem look at the last screen the white lines you sea are created by not getting the tile ends spot on.

    Leave a comment:


  • The Big Mc
    replied
    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.

    Leave a comment:


  • Ekmek
    replied
    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
    BigMC I've been replacing the tiles one at a time through the tileedit program to make surethey map. I don't know how to to work a tile script is there a tutoria on that?

    As for cleaning it up could you post a screen shot? what are the beach problems?

    Leave a comment:


  • The Big Mc
    replied
    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

    Leave a comment:


  • Ekmek
    replied
    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?

    Leave a comment:


  • Maquiladora
    replied
    That orange plains tile, isnt that the graphic for pollution in civ3? What happened to the original, lighter shade for plains?

    Leave a comment:


  • The Big Mc
    replied





    Here are the altered tile rules for the rifts.

    Got to go see a man about a dragon.
    Attached Files

    Leave a comment:


  • Ekmek
    replied
    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.

    Leave a comment:


  • The Big Mc
    replied
    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.

    Leave a comment:


  • Maquiladora
    replied
    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)

    Leave a comment:


  • Ekmek
    replied
    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.
    BigMC is the rift bug what created all of those single rift tiles?

    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....

    Leave a comment:


  • The Big Mc
    replied
    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.

    Leave a comment:

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