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  • The deppe-sea-pit image
    Attached Files
    Visit my CTP-page and get TileEdit and a few other CTP related programs.
    Download and test SpriteEdit development build.

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    • And here is the same image with explanations:
      The large number is the sequence in the LastBlock/VariationRule, the arrows and the little number beside it shows the DirectionalValue.

      By the way, is VariationRule a logical new name for the LastBlock?
      Attached Files
      Visit my CTP-page and get TileEdit and a few other CTP related programs.
      Download and test SpriteEdit development build.

      Comment


      • 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 way as 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
          Well, I don't know, but I'll be rather bussy the next couple of weeks, so unless I have to spend some time on a train, I doubt I'll have much time looking at it over the next two weeks.

          But after that I'll have some evenings free again.

          Martin
          Visit my CTP-page and get TileEdit and a few other CTP related programs.
          Download and test SpriteEdit development build.

          Comment


          • 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

            Comment


            • 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.

              Comment


              • 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 Dane
                Visit my CTP-page and get TileEdit and a few other CTP related programs.
                Download and test SpriteEdit development build.

                Comment


                • 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

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                  • As far as I can se: yes.

                    My reaction was the same as yours.

                    If you look at the sprites used, they all have a cutout-value of 9 (SE+SW) and are placed in a sequence of 0-1-4-1-2 witch is 0-NW-SW-NW-NE

                    This might explain why the the mountains look so ugly.
                    Attached Files
                    Visit my CTP-page and get TileEdit and a few other CTP related programs.
                    Download and test SpriteEdit development build.

                    Comment


                    • And here comes the same tiles as displayed in TileEdit
                      Attached Files
                      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

                        Comment


                        • 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.

                          Comment


                          • 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!
                            Formerly known as "E" on Apolyton

                            See me at Civfanatics.com

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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


                              • 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.

                                Comment

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