The deppe-sea-pit image
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TileEdit: first beta release is here
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Visit my CTP-page and get TileEdit and a few other CTP related programs.
Download and test SpriteEdit development build.
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Visit my CTP-page and get TileEdit and a few other CTP related programs.
Download and test SpriteEdit development build.
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yes martin I had just figured the directional rule out and was about to post it
I noticed that every first column started with a 0 and the deep continental shelf went 0 2 2 2 which was directional.
the VariationRule is solved so when can we see this integrated into tile edit
The randomisation of these tiles must be generated by the code based on how much terrain is the same around the selected tile this means we find the deep sea pit being rare because of all the volcanoes and continental shelf which get in the wayas well as the other deep sea VariationRule
"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
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Originally posted by The Big Mc
the VariationRule is solved so when can we see this integrated into tile edit
But after that I'll have some evenings free again.
MartinVisit my CTP-page and get TileEdit and a few other CTP related programs.
Download and test SpriteEdit development build.
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what i still dont get is why actoscrap timesed the tile set index by 4"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
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Well, the aswer to that is that they did not! they multiplied it by 64. (2^6)
The result is that they used 6 bit and not 8 for the directional value.
As to why, beats me, I see absolutely no sane reason for it, programingvise it's a pain in the lower backside of the bodey.Last edited by Martin the Dane; October 8, 2003, 10:14.Visit my CTP-page and get TileEdit and a few other CTP related programs.
Download and test SpriteEdit development build.
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OK here comes the new version of TileEdit, with full support for the VariationRules (formerly LastBlock)including a new and updated help file.
- V.1.1.0.27 Date 18-10-2003
- LastBlock renamed to VariationRule, with a lot of help from Mc, I finally figured out what it was.
- Changed the TextEdit format of the Variation Rule property page.
- Added Graphical display for the Variation Rule.
- Updated the Help-file to reflect our new understanding of the Variation Rule.
Hopefully I have not introduced any major bugs
By the way if anyone wants to make a howto for the whole or a part of TileEdit please feel free to do so. I'll be happy to post them on my site.
Martin the DaneVisit my CTP-page and get TileEdit and a few other CTP related programs.
Download and test SpriteEdit development build.
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martin are the mounting variation rule suppose to look like that"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
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Visit my CTP-page and get TileEdit and a few other CTP related programs.
Download and test SpriteEdit development build.
Comment
-
Visit my CTP-page and get TileEdit and a few other CTP related programs.
Download and test SpriteEdit development build.
Comment
-
i was on about the tile edit view the top mounting seams to be over lapping the over lot"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
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I think what happend is that they meant to let the lower tiles overlap as much on the NW and NE as the Northern-most tile, but since their tool is probably a non-graphical script-tool, no-one noticed.
And with the xx99 border system they use in CTP2 it's hard to notice on the map, even when you know what to look for. (The Civ:CTP tileset does not have this behavior in the variation-rules - they would have shown up as read and purple patches)
Visit my CTP-page and get TileEdit and a few other CTP related programs.
Download and test SpriteEdit development build.
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I'm not spamming your threads but I hoping if you get into the code on these tiles, that besides alot of the stuff your looking for like last block etc I hope there is someway to:
fix/explain the lower triangle overlap problem for the graphics.
why only one hill type shows up (atleast as I've seen)
and then all of big mc's questions.
thanks!
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E martin solved the last block a few days ago
its called the variation rule"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
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Don't be so moddest Mc
As for the triangle overlap problem. It is a random thing that apears with the original tile-files as well as the Tile-edit modified ones, and moving the affected part off-screen and then back sometimes fixes it, so it must be a glitcg in the graphical routeen not the tile-files.
I was trying to reproduce it just now, but it didn't appear with either the original or your tile-file.Visit my CTP-page and get TileEdit and a few other CTP related programs.
Download and test SpriteEdit development build.
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