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TileEdit: first beta release is here

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  • I don't know if the apolyton tile-file was created from scratch or it's a modified original, but I'll have to figure out what has gone wrong. My guess is that I have managed to add or remove a few crucial bytes somewhere in the tile-file saving routeen, and that it has little or nothing to do with the way you have edited the file.
    After all there is no guarantee that I load the various parts in the same way that CtP does, it might be safe to assume that the oposite is the case.
    I'll look into it sometime after Chistmas.
    Visit my CTP-page and get TileEdit and a few other CTP related programs.
    Download and test SpriteEdit development build.

    Comment


    • I have two pieces of good news and one bad

      The first good news is: I found the error. The problem is that the black portions of the tiles that need cut-out borders are not black, they have a value of 0 to 3, the number governs witch of the four border are used. Or sort of, if/when CTP runs out of border-pixels to use, it will use the ones from the next border.

      The second good news is that you will not have to remake any of your tiles, all you have to do is choose edit for each of the tiles where you have applied cutout-borders, press ok, and when done, re-save the .til-files.

      The bad news is that you cannot use black or near-black-blue as black and the three first blue colours (16 bit RGB 0,0,0 through 0,0,3) are used by CtP2 to determine where to put the pixels saved as borders in the .til-file. So you will have to make sure none of your tiles have any of those four colours in them outside the cutout portion of the tiles, as this will mess up the tile in question.

      I have attached three images to illustrate the behaviour. I changed the borders between plains and tundra to the colour-coded borders as in borders.gif, then I edited the plains tile to include a 2x2 matrix of 9 "illegally" coloured pixels.


      border.gif is the borders as they should be.


      plains.gif is the plains-tile with some "illegal" coloured pixels.


      border_in_game.gif is a screen-shot of the plains and tundra tiles in the game. Note the lower corner of the plains tile, has the wrong colours in the cut-out part.
      Visit my CTP-page and get TileEdit and a few other CTP related programs.
      Download and test SpriteEdit development build.

      Comment


      • Martin! Great work!

        Does this mean I don't require a new version of tile edit either. So the current version recognizes these pixel values?

        I didn't think I had and black value tiles, especially in plains in and stuff. But I will give it a try with the current version.

        thanks again!
        Formerly known as "E" on Apolyton

        See me at Civfanatics.com

        Comment


        • You'll have to get the new version either from my website (there is a patch for build 28), or from my sig.
          And since I'm still in the christmas mood here are the direct links to the files:
          TileEdit version 1.1.0.29
          Patch (only for build 28)
          Visit my CTP-page and get TileEdit and a few other CTP related programs.
          Download and test SpriteEdit development build.

          Comment


          • Martin its working great! Now I just got to create all those border tiles....
            Formerly known as "E" on Apolyton

            See me at Civfanatics.com

            Comment


            • 29 I am still using 27
              "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
              The BIG MC making ctp2 a much unsafer place.
              Visit the big mc’s website

              Comment


              • That's your problem
                But OK build 28 only fixed a few minor problems.
                Visit my CTP-page and get TileEdit and a few other CTP related programs.
                Download and test SpriteEdit development build.

                Comment


                • Need some help here.

                  Ive replaced the desert tile graphic with a new graphic for a different type of tree terrain.

                  You can see in the top screenshot its the unmodded tileset and the border from the desert to the forest is fine.

                  In the bottom screenshot the border from my new tree graphic to forest is messed up.

                  I figured this is because my tree has overlapped onto the black border area, where the desert didnt in the unmodded tileset.

                  Also it only happens with the NE and NW border, even if i overlap in all 4 directions with the tree graphic, only the NE and NW of the tree graphic borders mess up, I assume this is because only the SE and SW border for forests appear, and so only those interfere?

                  Does anyone have a clue how i can get around/fix this? (while still overlapping the top two borders with the new tree)
                  Attached Files
                  Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                  CtP2 AE Wiki & Modding Reference
                  One way to compile the CtP2 Source Code.

                  Comment


                  • you might need to check the border graphic for the other tile first. asnd you might want to post the tilefile, I'm pretty god at working my way around there so I might find it (but later tonight)
                    Formerly known as "E" on Apolyton

                    See me at Civfanatics.com

                    Comment


                    • I checked both the border graphics and theyre both similar, nothing stands out really.

                      From looking at it, it looks to me as though the borders overlap each other and can decide which should be there.

                      Also desert is like grassland and plains, it never overlaps the border and has the similar patterns for tile rules, like Jungle and Forest have similar rules. Unfortunately I cant replace Jungle as thats already replaced by another tree graphic too.

                      Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                      CtP2 AE Wiki & Modding Reference
                      One way to compile the CtP2 Source Code.

                      Comment


                      • it depends where you put the cut-outs. You can pick which sides by editing the tile and clicking the box where you want it. Also note that tile-edit remebers where your last cut outs were so if you want to remove them you have to click the box then unclick it again.
                        Formerly known as "E" on Apolyton

                        See me at Civfanatics.com

                        Comment


                        • I just imported the script (but my own images) from the unmodded tilefile so it would maintain the same cutouts, is that wrong?

                          The one i put up for download, the first desert cutouts should all be unticked though.

                          I also noticed im still using v1.0.0.22 (from the directory) got v1.1.0.29 from Martins site now.
                          Last edited by Maquiladora; February 21, 2005, 17:33.
                          Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                          CtP2 AE Wiki & Modding Reference
                          One way to compile the CtP2 Source Code.

                          Comment


                          • 29 will help a lot with the borders. I'd recommend using putting cut outs in. Also make sure some of your files are x99 desert mountain and snow mountains didn't have those files so I had to add them in my tile and it messes up the borders.
                            Formerly known as "E" on Apolyton

                            See me at Civfanatics.com

                            Comment


                            • In the unmodded tile file the first desert has all 4 cutouts, thats fine, because the first desert doesnt have a tree sticking above the top 2 borders.

                              When i put 4 cutouts on my tree graphic obviously it cuts off the tops of the trees, but it doesnt give those crappy borders with forests anymore.

                              If i only put cutouts on SE/SW then the crappy borders with forests appear.

                              So I assume the solution here is to include the tops of the trees in the tree-to-forest border?
                              Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                              CtP2 AE Wiki & Modding Reference
                              One way to compile the CtP2 Source Code.

                              Comment


                              • I'd recommend only cutting out SE/SW and then edit the border (forest or snow, whichever you hate) you can even use the original tile graphic since borders punch out the middle) but usually I woundnt have borders cut off trees.
                                Formerly known as "E" on Apolyton

                                See me at Civfanatics.com

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