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Martin the Dane is offline Martin the Dane
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Aarhus, Denmark
Feb 2000
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  Old Post 27-05-2004 03:00 Visit Martin the Dane's homepage!
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quote:
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)

  1. TileSetIndex 6: Swamp
  2. TileSetIndex 8: Mountain
  3. TileSetIndex 8: Mountain
  4. TileSetIndex 9: Hill
  5. TileSetIndex 10: Shallow
  6. TileSetIndex 10: Shallow
  7. TileSetIndex 11: Deep
  8. TileSetIndex 11: Deep
  9. TileSetIndex 14: Ocean Shelf
  10. TileSetIndex 19: Desert Mountain
  11. TileSetIndex 19: Desert Mountain
  12. TileSetIndex 21: Polar Mountain
  13. TileSetIndex 21: Polar Mountain

quote:
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.

quote:
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.

E is offline E
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July 24,2005 Ctp2 Tiles in sig!
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  Old Post 27-05-2004 05:12 Visit E's homepage!
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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?

Martin the Dane is offline Martin the Dane
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  Old Post 27-05-2004 10:26 Visit Martin the Dane's homepage!
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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.

The Big Mc is offline The Big Mc
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Don’t make a vr of one in testing it completely took over the hole terrain.

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quote:
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?

The Big Mc is offline The Big Mc
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  Old Post 27-05-2004 18:14 Visit The Big Mc's homepage!
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almost

Martin the Dane is offline Martin the Dane
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  Old Post 31-05-2004 23:11 Visit Martin the Dane's homepage!
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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.

E is offline E
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July 24,2005 Ctp2 Tiles in sig!
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  Old Post 01-06-2004 05:53 Visit E's homepage!
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just when I finished my tiles too! actually therer i always room for improvement so I'll get into it soon! thanks!

E is offline E
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  Old Post 03-06-2004 08:01 Visit E's homepage!
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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?

Martin the Dane is offline Martin the Dane
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  Old Post 03-06-2004 10:19 Visit Martin the Dane's homepage!
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quote:
Originally posted by E
I LOVE THE NEW TILE EDIT!

Thanks

quote:
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.

E is offline E
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quote:
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

E is offline E
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July 24,2005 Ctp2 Tiles in sig!
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  Old Post 26-06-2004 22:27 Visit E's homepage!
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quote:
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...

The Big Mc is offline The Big Mc
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What you trying to do

but i am a bit busy right now with the end of my course.

E is offline E
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  Old Post 27-06-2004 02:25 Visit E's homepage!
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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....

The Big Mc is offline The Big Mc
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  Old Post 27-06-2004 02:38 Visit The Big Mc's homepage!
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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.

E is offline E
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quote:
Originally posted by The Big Mc
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.


If primemover or another coder can get the game to read the extra files then yes definetely I'll go that other way and happily make new tiles.

I guess that would be the easy way. I was just trying to find one more work around with the tilefile to make my tiles better...

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  Old Post 18-10-2004 23:15 Visit E's homepage!
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I've got another borders question.
In my tile file I removed borders (IOT do the bigger tiles and less-square look) but now I've decided to give that rough look to actual borders so I've created new borders and started putting them back in. I had these observations/problems

1) tile types that end in 99 (i.e. tileID 499 for grassland) is the tile that is used when tiles of the same type are connected together (they dont use a borders tile)

2) if I added the black borders back onto the original tile (the first tile of the type in the file) it adds them to the #99 file too, so I had to re add that tile again

3) borders are not being read right. I reloaded my new tilefile now with a grassland-plains border and where every the grassland-plains met THE whole border was around the tile, not just the part where they met. so each grasland had a plains ring around it even though the othersides where other hrassland or forests tiles. How do I limit it to just one side when its needed?

4) in the original tilefile there are no checks on the borders (which copies it to the other three sides) does this affect the above problem. Do I have to check one (even though the originals don't)

5) I'm willing to add a lot of these questions/answers as a FAQ into the next readme for tile file

Martin the Dane is offline Martin the Dane
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  Old Post 18-10-2004 23:42 Visit Martin the Dane's homepage!
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E, I'll have to look into this, but I have a few questions to your questions.

1) The x99 tiles are suppost to be used when there are no borders available for the match. As far as I remember the TileRules govern wich tile is used when a tile is surrounded by the same type terrain as itself. I don't remember the default tile for this though.

2) Where do you add the border? Do you import the border in TileEdit or do you reimport the first tile?

3) I'm not sure what you are talking about, is this in the game or is it in TileEdit? Unfortunately TileEdit is not able to display different borders around the same tile. They should be displaid in the game though.

4) The check in TileEdit is to save you time drawing the tile-borders. When one of the the mirror-check-boxes is checked, the border at that side is copied to the other three sides. All four borders are stored seperately in the .til-file so when opening a tile-border for editing no boxes will be checked.

5) Ill be happy to include tile-creation related FAQ in the readme-file. If someone will compile it. I'll even include it in the helpfile.

Hope this answers some of the Qs

E is offline E
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quote:


1) The x99 tiles are suppost to be used when there are no borders available for the match. As far as I remember the TileRules govern wich tile is used when a tile is surrounded by the same type terrain as itself. I don't remember the default tile for this though.

yep these are the default tiles, I didnt realize it before.

quote:

2) Where do you add the border? Do you import the border in TileEdit or do you reimport the first tile?


I loaded the tile into the tileedit and then checked the boxes on the edit tile window, and it added black borders to it. I loaded the border by going to edit borders and then added the tga to it and it automatically gave border cut outs to my tile tga.

quote:

3) I'm not sure what you are talking about, is this in the game or is it in TileEdit? Unfortunately TileEdit is not able to display different borders around the same tile. They should be displaid in the game though.


I was checking this in-game. And it showed all four border sides on top of my grassland even though three of the sides were other grasslands. My tilefile also has all the original border graphics but on a lot of my tiles I have unchecked the borders blocks on the original terrain-tile (ID tile 4, etc)

If I have them all checked does t automatically show all? I thought it would only take parts from each different border and match it accordingly.


quote:

4) The check in TileEdit is to save you time drawing the tile-borders. When one of the the mirror-check-boxes is checked, the border at that side is copied to the other three sides. All four borders are stored seperately in the .til-file so when opening a tile-border for editing no boxes will be checked.


ok

quote:

5) Ill be happy to include tile-creation related FAQ in the readme-file. If someone will compile it. I'll even include it in the helpfile.


I can write the faq!

Hope this answers some of the Qs [/QUOTE]

E is offline E
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BigMC or anyone,

i still haven't resolved the problem with borders through tile edit.

the game knows when to put a border between two squares but when I added my own border (grassland-plains for example) it will create the border on all four sides when it is only need between one plain tile and the grassland tile.

BigMC did you ever try your own borders, or anyone else run into it?

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quote:

Then there are six graphical ID’s: Graphics and Alternative 1 to 5.
These can either be -1 or the TileID of the graphics to be displayed if Tile complies with the TileRule. If Graphics is -1 one or more of the alternative numbers must be the TileID of a Tile graphics (The alternative values must be used in ascending order). If Graphics is not -1 all the alternative values must be (which of the alternative values will be used depends on the position of the tile on the map).


ALSO, I'm confused by this bit in the tileedit. Can you guys point me to the discussion on this?

(Don't worry BigMC part of this learn will apply to your project)

Martin the Dane is offline Martin the Dane
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quote:
Originally posted by E
BigMC or anyone,

i still haven't resolved the problem with borders through tile edit.

the game knows when to put a border between two squares but when I added my own border (grassland-plains for example) it will create the border on all four sides when it is only need between one plain tile and the grassland tile.

BigMC did you ever try your own borders, or anyone else run into it?

I'm not sure I understand you here, I have downloaded your last tile-file and played around with it a bit and don't se the problem.
Are you saying that when you add a border to your tile-file, the border is used all the way around a tile in the game, or is it used all the way around in TileEdit?

E is offline E
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Thanks Martin,

in-game, the border appears on all four sides when it should just be one side. But now that you mention it, I think it might be because instead of starting a new game with the tilefile I just loaded an old one where I didn't have borders, so maybe the game loaded it incorrectly....

I didn't post it to apolyton. But I'll try it out again. Thanks!

The Big Mc is offline The Big Mc
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A little something for the read me Martin variation rules do not appear to relate to anything in the tile file. I recently altered terrain .txt to implement some of e tiles in to my personal tile file. All went well I implemented it as a new terrain and alter terrain.txt to use that instead of the generic marsh. I was shocked to see parts of the original marsh on the map. After more research it now appears that variation rules go on terrain.txt positions not the tile file.

Martin the Dane is offline Martin the Dane
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Are you saying that the actual tile graphics used in the variation rules depends on the til-numbers in terrain.txt?
I have tried playing around with varios .til-files but never edited terrain.txt, and have seen variation-rules in effect. But those were rules using the standard tile-graphics, or replaced tile-graphics, never new tiles. I'll have to look at it, but not tonight.

E is offline E
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Here's an example of what happens when I add new borders to the tilefile. I put my tile in. cut out the sides. loaded my new border graphic. save and start a test game.

for some reason instead of just taking one side of a border it takes all four sides of only one border.

I think what it is doing is reading theborder file not as a border but like a x99 file and just laying it underneath the border-requiring tile.

thx

Attachment: image4.jpg
This has been downloaded 52 time(s).

Martin the Dane is offline Martin the Dane
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Hmm. that defenitely dosn't look right. Can you mail me the .til-file or send me a link, and I'll take a look.

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I'll send you the .til but all I did was use the til I have in my signature and go to the first grassland, plains tiles that are in the tilefile and edit the tile by hitting all the checks for borders. You can replicate it that way.

thanks. (I really don't want to distract you from spriteedit though)

Martin the Dane is offline Martin the Dane
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E, I just experimented a bit with the original tile-file and your version, it seems that some thing goes wrong somewhere in your file. What and why I havn't figured out. What I did was apply a solid color to each of the four borders, when I did this in the original file, everything was fine, the borders showed up when they should, and the collors were correct. When I did the same with your file, strange things happend: first I was able to recreate the error you reported, second the actual pixels used for the borders were wrong. The upper coner had one color, below were stripes of the remaining three colors.
Figuring out what happends will require som analysing of the two tile-files in my beloved hex-editor.

E is offline E
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Martin,

Thank you for your time. I wonder what I did

I guess in a worst case scenario I can just start from scratch. But if it helps I imported my tiles on the ApolytonTileFile not the original one with the game. Perhaps it has something to do there too

 
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