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  • Thanks E, ill give that a try.
    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.

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    • Got it looking better.

      Also this:

      Originally posted by E
      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.
      didnt know what you meant at first, but having just finished changing desert mountains completely, this came in very handy and fixed the problems i was having, after i added a 1999. I love it when a plan comes together
      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.

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      • Hi I just updated TileEdit so now the script import/export works correctly for tiles with cutout-borders. If you have made a tile-file with a version prior to build 29 download this build, or the patch, export the tile-file as a script and reimport it. This will repair the cutout borders.
        • Fixed cut-out-border issue, for script import, where borders were not cut out of the tile.
        • Updated Script file format (current version is now 1.1)
          VariationRules can now be in human readable format.
        Last edited by Martin the Dane; March 17, 2005, 13:48.
        Visit my CTP-page and get TileEdit and a few other CTP related programs.
        Download and test SpriteEdit development build.

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        • Martin,

          This may not apply to tile edit but it deals with tiles. I've added a bunch of improvements and I used the tile id numbers in the 800s and 900s. I then made a tileip.txt to see if I can show the new improvements (instead of the original). Is there a number limit on tile improvements? Or an index number limit?
          Formerly known as "E" on Apolyton

          See me at Civfanatics.com

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          • I cant upload the tiles now (apolyton problem I think)but if you need to see the tile numbers I have this txt.
            Attached Files
            Formerly known as "E" on Apolyton

            See me at Civfanatics.com

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            • Originally posted by E
              ... Is there a number limit on tile improvements? Or an index number limit?
              I know there are some limits hardcoded into the game-engine, and they are not the same for CtP1 and 2, what they are though I don't know. Can't remember who posted something about it and where and when. Maybee Mc or Maq knows it.
              Visit my CTP-page and get TileEdit and a few other CTP related programs.
              Download and test SpriteEdit development build.

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              • THanks Martin the Dane,

                I thikn its some internal game limit (though I didn't find anything on a TileIndex search in the code). So I'm re-numbering my 900 to 700 (the max seems around 876).

                However, there is a problem when I renumber the TileIndex after four or five time I get an 'List Index out of bounds (68)' or 'List Index out of bounds (71)'and have to close tileedit and reopen the tile file in order to start renumbing again. It seems the tileedit cant handle a few of the changes in a sequence.
                Last edited by Ekmek; May 8, 2005, 22:53.
                Formerly known as "E" on Apolyton

                See me at Civfanatics.com

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                • I'll look into it. And I was able to reproduce it, so nailing it should not be to dificult.
                  Visit my CTP-page and get TileEdit and a few other CTP related programs.
                  Download and test SpriteEdit development build.

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                  • Originally posted by Maquiladora
                    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?
                    Maq,

                    I think I found another way, I've been trying to find a smoother transition to trees and found that if you save a tile with the four cut-outs (say dester) and then open a forest tile if you use the color select tool you'll see the black is 0,0,0 and 0,0,8 and so on. If you take that color and just use it to draw on the edges of the tile you'll be able to get the effect of trees on top of borders. You may see an example of this in the oldimps tilefile I posted in ekmek tile earlier)
                    Formerly known as "E" on Apolyton

                    See me at Civfanatics.com

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                    • Originally posted by E
                      However, there is a problem when I renumber the TileIndex after four or five time I get an 'List Index out of bounds (68)' or 'List Index out of bounds (71)'and have to close tileedit and reopen the tile file in order to start renumbing again. It seems the tileedit cant handle a few of the changes in a sequence.
                      Nailed it
                      .... again, again, when on Earth have you guys found all the bugs

                      I have uploaded a new version of TileEdit and a Patch
                      Visit my CTP-page and get TileEdit and a few other CTP related programs.
                      Download and test SpriteEdit development build.

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                      • THANKS MARTIN!

                        We only find bugs because we love tileedit and use it a lot

                        Still hoping for some spriteedit stuff
                        Formerly known as "E" on Apolyton

                        See me at Civfanatics.com

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                        • E,

                          the idea you propose should work, but it might mess up the rest of the borders. CtP uses the color-value to determin witch pixels to fill with the border-pixels, but AFIK any overflow-underflow affects the following borders. Each border consists of exactly 352 pixels.
                          Visit my CTP-page and get TileEdit and a few other CTP related programs.
                          Download and test SpriteEdit development build.

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                          • so far its working good, but I'll let you know if there is a problem
                            Formerly known as "E" on Apolyton

                            See me at Civfanatics.com

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                            • Martin,

                              I noticed another problem with the borders they seem to spill over for border located on the bottom right. THe link will show the tile file, loadinto a game and you ought to see it. thanks.



                              Formerly known as "E" on Apolyton

                              See me at Civfanatics.com

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                              • Martin the dane

                                here's a graphic example I made the "ice" area suposed to be the same as the one connecting to it but for some reason it does a random border on this part. Doing the same technique on other border sides don't do this. Can you figure it out?
                                Attached Files
                                Formerly known as "E" on Apolyton

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