Announcement

Collapse
No announcement yet.

TileEdit: first beta release is here

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Originally posted by E
    I flipped through the thread but didn't see a list for what the 13 VRs apply to. Unless you know I'll try to work it and write up a list.
    I' dont think anybody have written down the list but here it is: (please note that TileEdit uses 0-based counts so the numbers should be 0-12 not 1-13, but that's not supported by this forum)[list=1][*]TileSetIndex 6: Swamp[*]TileSetIndex 8: Mountain [*]TileSetIndex 8: Mountain[*]TileSetIndex 9: Hill[*]TileSetIndex 10: Shallow[*]TileSetIndex 10: Shallow[*]TileSetIndex 11: Deep[*]TileSetIndex 11: Deep[*]TileSetIndex 14: Ocean Shelf[*]TileSetIndex 19: Desert Mountain[*]TileSetIndex 19: Desert Mountain[*]TileSetIndex 21: Polar Mountain[*]TileSetIndex 21: Polar Mountain[/list=1]
    Originally posted by E
    What is the update button supposed to do?
    The update button updates the interface on the left if you go to text mode and make changes by typing the values, as oposed to using the interface on the left side.

    Originally posted by E
    If I add a terrain set, I assume I have to script what properties it has because I notice that the VR applies to a number code for each tile set. Is there a way to do this through tile edit or does it have to be scripted?
    In the original TileSet each VR applies to a terrain type (TileSetIndex) but it seems to be possible to make mixed terrain VRs. As far as I know noone tried it though.

    As to an updated TileEdit: I havn't completed it yet, it took a bit longer than expected.
    Visit my CTP-page and get TileEdit and a few other CTP related programs.
    Download and test SpriteEdit development build.

    Comment


    • I'm still messing around with VRs. If I'm not mistaken it looks like that you have to do a VR for each set with different directions. right?
      Formerly known as "E" on Apolyton

      See me at Civfanatics.com

      Comment


      • AFAIK: no. Based on the structure of the TileFile. You can have any number of VRs for any terrain, or non at all. I don't know how CtP chose witch if any VR to use.
        Visit my CTP-page and get TileEdit and a few other CTP related programs.
        Download and test SpriteEdit development build.

        Comment


        • Don’t make a vr of one in testing it completely took over the hole terrain.
          "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


          • Originally posted by The Big Mc
            Don’t make a vr of one in testing it completely took over the hole terrain.
            BigMC
            Do you mean that a VR of one terrain type replaces all of the others?
            Formerly known as "E" on Apolyton

            See me at Civfanatics.com

            Comment


            • almost
              "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


              • Just Uploaded the new version and a patch for build 27 to my webpage.

                The fixes are:
                • Options page windows size bug fixed.
                • The colors used when importing tga-files can now be saved to the ini-file, and default colors can be set on the Options meue.
                • Helpfile has been updated.
                Go to my page or get it here
                Plese post any bugs and typoes.
                Visit my CTP-page and get TileEdit and a few other CTP related programs.
                Download and test SpriteEdit development build.

                Comment


                • just when I finished my tiles too! actually therer i always room for improvement so I'll get into it soon! thanks!
                  Formerly known as "E" on Apolyton

                  See me at Civfanatics.com

                  Comment


                  • I LOVE THE NEW TILE EDIT!

                    The Bkgd and size changes help a lot thanks!

                    Another questions popped up as I was continuing my update...if I have 0,0,0 black on a tile what does it do on the map? from the looks of things it appears to make it transparent and lets the nearest (South west) tile overlap into it...is this correct?
                    Formerly known as "E" on Apolyton

                    See me at Civfanatics.com

                    Comment


                    • Originally posted by E
                      I LOVE THE NEW TILE EDIT!
                      Thanks

                      Originally posted by E
                      Another questions popped up as I was continuing my update...if I have 0,0,0 black on a tile what does it do on the map? from the looks of things it appears to make it transparent and lets the nearest (South west) tile overlap into it...is this correct?
                      AFAIK 0,0,0 makes the background shine through, what this is depends on various factors, near the border areas, you get the red, purple, blue, or green border. (at least that was what happend in ctp1, that's why I use those colors) What happens in other places I don't know, but I think ctp2 uses the first tile of that kind in the tile-file as a background.
                      Visit my CTP-page and get TileEdit and a few other CTP related programs.
                      Download and test SpriteEdit development build.

                      Comment


                      • Originally posted by Martin the Dane

                        AFAIK 0,0,0 makes the background shine through, what this is depends on various factors, near the border areas, you get the red, purple, blue, or green border. (at least that was what happend in ctp1, that's why I use those colors) What happens in other places I don't know, but I think ctp2 uses the first tile of that kind in the tile-file as a background.
                        I'll play around with it but I won't distract you with tile edit anymore, I want to see the next sprite edit build
                        Formerly known as "E" on Apolyton

                        See me at Civfanatics.com

                        Comment


                        • Originally posted by Martin the Dane

                          Thanks


                          AFAIK 0,0,0 makes the background shine through, what this is depends on various factors, near the border areas, you get the red, purple, blue, or green border. (at least that was what happend in ctp1, that's why I use those colors) What happens in other places I don't know, but I think ctp2 uses the first tile of that kind in the tile-file as a background.
                          I toyed with making the coast tile that looks like a lake and gave it a black perimeter. It looks like 0,0,0 will fill with the neighboring tile up to the border part but I also got a weird beige color.

                          unfortunately, I'll be offline for about a month starting on 28 June, maybe BigMC is willing to experiment further...
                          Formerly known as "E" on Apolyton

                          See me at Civfanatics.com

                          Comment


                          • What you trying to do

                            but i am a bit busy right now with the end of my course.
                            "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 know your busy BigMC and I'm sure when you are done with your course you have lots you want to do. I was just figuring you might mess with it when you are done with the course and I'm on vacation

                              What I was trying to do is create some terrains that blend INSIDE the tile parameters and not OUTSIDE like I did with my tilefile. I made it more earthlike by exploiting the overlap but if the game reads 0,0,0 black as a background color and than fills that black with neighboring tiles that I could put smaller and more earthly shapes inside each tile and avoild some of the messier overlapping. I have managed to keep the overlap less messy but if you notice in my file I had to "cut" grooves on bothsides of the graphic so the rivers don't get cut up by the overlap. Thats why the earthy shapes are more like "wings" instead of blended curves...

                              The other thing was to try and incorporate the idea primemover was talking about with trees going on all terrains. If the back ground is black you could see pines on plains and grasslands as opposed to only grasslands like it is now.

                              I do think if primemover breaks into the code and sees how rivers are done trees could work that way better.

                              But overall thats what I'm trying to do....
                              Formerly known as "E" on Apolyton

                              See me at Civfanatics.com

                              Comment


                              • E I would go for a completely different approach. I would add completely new tiles for mountain forests. If you go the way you’re describing you will only confuse people as distinguishing between forest types may be hard.
                                "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

                                Working...
                                X