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The Big Mc is offline The Big Mc
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  Old Post 29-04-2004 18:46 Visit The Big Mc's homepage!
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#61 Report this post to a moderator
Avatar Enlargement: We've got the solution

Yes but it is need to view the tiles in tile edit.

J Bytheway is offline J Bytheway
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No, tile edit can create one from the other (I'm sure I've done that in the past...)

Martin the Dane is offline Martin the Dane
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  Old Post 29-04-2004 19:34 Visit Martin the Dane's homepage!
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TileEdit doesn't care witch one you open, and it can create the one from the other, in fact TileEdit will save both regardles of witch one you opened for edditing.

To see the corect colors, remember to select or deselect (ctrl+C) the correct color mode. By default the color mode is set to 555. I'll make TileEdit remember the last used option if people want it. Alternatively I could add a 'default color mode' on the Options menu.

E is offline E
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July 24,2005 Ctp2 Tiles in sig!
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quote:
Originally posted by Maquiladora
Wow, looking excellent so far brightens the whole terrain up too.

BTW you only have to zip and upload 565.til for us to use it E. The game doesnt use the other one.


thanks for the look maq. I still havent found my CD so I dont even know how it looks in game yet! Can someone post a quick shot while I dig around for it (so I can see some errors)?

I know I have some ocean/sea tiles to add. I'm also thinking about touching up the borders, they are tough because its a set shape but I might throw in smoe rocks, brush, very tiny hills and bumbs to add texture where borders are located so they dont look so rigid. (There are a lot of border graphics though so I'll finish the main stuff first)

Maquiladora is offline Maquiladora
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I think with the borders try to make them as invisible as you can, ie dont place anything that repeats badly, because the borders will be everywhere. The weaved effect used on the default tile borders is probably the best method.

Attachment: smallekmektile.gif
This has been downloaded 95 time(s).

E is offline E
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Thanks for the screenshot Maq!

I'm pleased with how the sea tiles have brightened the game up.
I'm going to have to:
1) replace one blue sea tile with a lighter coast tile
2) make the CTP2 default straight beach lines more varied and less square (if possible)
3) more varied ocean tiles
4) still clean up the forest tiles
5) I'll have to fix ocean and rift borders because I see that Civ3 Has coast-sea-ocean where as its looks like CTP2 just has coast and ocean.


How did the sea rifts turn out? Do you see anything else (besides borders) that need some cleaning up?

Maquiladora is offline Maquiladora
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  Old Post 29-04-2004 23:40 Visit Maquiladora's homepage!
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Some things i noticed:

Theres only one type of inland (not next to coast) hill, perhaps you could add another. Forests look similar too.

The submarine ridges dont quite look right. (see pic)

Sand dunes look abit too similar to deserts, but not a big concern. (see pic)

Coral Reef and Kelp Bed obviously needs doing to the new shallow water.

When the borders are in itll look alot better still, so i think the missing tiles (kelp bed) and the borders should be done before you add anymore main tiles.

Attachment: submarine ridges.gif
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The Big Mc is offline The Big Mc
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  Old Post 29-04-2004 23:52 Visit The Big Mc's homepage!
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I will dig out the moded rift tile rule to allow for multiple rift squares .

But Maquiladora there is the bug with putting rifts at the side of the shelf’s.

E is offline E
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July 24,2005 Ctp2 Tiles in sig!
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quote:
Originally posted by The Big Mc
I will dig out the moded rift tile rule to allow for multiple rift squares .

But Maquiladora there is the bug with putting rifts at the side of the shelf’s.


BigMC is the rift bug what created all of those single rift tiles?

I have a lot of hill graphics in there but I don't know why it only picks one.

Borders definetely need work.

How did those cliffs get inverted? Is that part of the bug too?

doing the kelp and reef now....

Maquiladora is offline Maquiladora
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  Old Post 30-04-2004 03:23 Visit Maquiladora's homepage!
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Sorry, dont worry about the part where the shelfs are inverted, i created that part of land with the editor to put the desert and dunes on the screenshot, and the editor did that to the inverted shelf. (i dont know why though)

The Big Mc is offline The Big Mc
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  Old Post 30-04-2004 03:33 Visit The Big Mc's homepage!
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The rifts ahs two bugs one is if you place a rift at the side of a continental shelf the shelf invert.

Two if you use the editor and put 9 rift tiles together in a square you get the single rift tiles.

The answer to the first bug lies in the source code (not fixed yet)

The second bug lies in the tile rules of which I have a set which works wich I will dig out and past tomorrow.

E is offline E
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Okay I finished all sea tiles (I think) and touched up a few others like the trees borders, the sand dunes, and of course did the alagea and reefs.

Maq could you please post screenshots, especially of problems I spent time updating instead of hunting for that CD....thanks...


#3 removed, latest:

http://apolyton.net/upload/view.php...-Tilestest4.zip

Last edited by E on 05-05-2004 at 07:35

The Big Mc is offline The Big Mc
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Here are the altered tile rules for the rifts.

Got to go see a man about a dragon.

Attachment: rules.txt
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Maquiladora is offline Maquiladora
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  Old Post 30-04-2004 14:03 Visit Maquiladora's homepage!
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That orange plains tile, isnt that the graphic for pollution in civ3? What happened to the original, lighter shade for plains?

E is offline E
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  Old Post 30-04-2004 16:58 Visit E's homepage!
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Thanks for the screenshots BigMC!

1) I think that orange plains is a left over from an earlier plains tile I had, so I'm going to redo the plains.

2) There is still that random sea tile messing up the light blue coasts, I need to figure out which tile that is....(I guess have a few numbered tiles and check it out, unless you or Big MC know of an easier way). And the dark ocean versus sea tile stands out too much as well as not blending with rifts, I might need borders for that.

3) The one beach tile has a grayish border and I may try to make the coasts less blocky but I got to think of a way to do that first.

4) Its looks like my "extended" borders of fuzzing the top half of tile (grassland especially) works fairly well as a border replacement all though need to be a little more spotty I think(although I intend to fix up the blocky borders to add variation)

5) Is there a way to know what border a tile will use when looking tileedit? It might be hard to know which ones matchup where and when.



Did you see anything else? How do the new sand dunes look?

The Big Mc is offline The Big Mc
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  Old Post 30-04-2004 18:24 Visit The Big Mc's homepage!
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I made a temp work around which removed the all but the first shallow tile . which cleaned it up good.

you still have a problem with several beach tiles however.

Just over right the script file For the tile id 10 with this one.


code:
1001 10 0000 TILE03E9.tga 1002 10 0000 TILE03E9.tga 1003 10 0000 TILE03E9.tga 1004 10 0000 TILE03E9.tga 1080 10 0000 TILE03E9.tga 1081 10 0000 TILE03E9.tga 1082 10 0000 TILE03E9.tga 1083 10 0000 TILE03E9.tga 1084 10 0000 TILE03E9.tga 1085 10 0000 TILE03E9.tga 1099 10 0000 TILE03E9.tga

E is offline E
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quote:
Originally posted by The Big Mc
I made a temp work around which removed the all but the first shallow tile . which cleaned it up good.

you still have a problem with several beach tiles however.

Just over right the script file For the tile id 10 with this one.


code:
1001 10 0000 TILE03E9.tga 1002 10 0000 TILE03E9.tga 1003 10 0000 TILE03E9.tga 1004 10 0000 TILE03E9.tga 1080 10 0000 TILE03E9.tga 1081 10 0000 TILE03E9.tga 1082 10 0000 TILE03E9.tga 1083 10 0000 TILE03E9.tga 1084 10 0000 TILE03E9.tga 1085 10 0000 TILE03E9.tga 1099 10 0000 TILE03E9.tga


BigMC I've been replacing the tiles one at a time through the tileedit program to make surethey map. I don't know how to to work a tile script is there a tutoria on that?

As for cleaning it up could you post a screen shot? what are the beach problems?

The Big Mc is offline The Big Mc
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  Old Post 30-04-2004 21:03 Visit The Big Mc's homepage!
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Replacing one at a time must be frustratingly slow .

If you export them as a script you can simply dump the new version of the tile in the scripts folder.

Just make sure the background is silver ( the background of most of the scripts tiles.)

As for moding the scripts it easy Here a striped down guide

The script is split into 6 sections

Tile rules

Tile Borders

Tiles

Rivers

Improvements

Variation Rule

Each type has a number above it this must = the actual number of things.


Example tile rule

{
1 -1 1
-1 1 -1
1 -1 1

-1 1 101 102 101 1
}

the bottom numbers are the same as tile edit and the top square of numbers is the adjacent tile ( just like tile edit.)

Example border rule

1 2 BORD0102.tga

1 = the main tile

2 the second tile

and the file of the border.

Example

Tile

101 1 0000 TILE0065.tga

first number the tile id on
The second the type then 4 numbers which I am not sure what it does then the file name.


I haven’t done rivers, tile imps or variation rule

The variation rule is probably best done in tile edit.

The Big Mc is offline The Big Mc
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For the tile problem look at the last screen the white lines you sea are created by not getting the tile ends spot on.

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

Tile

101 1 0000 TILE0065.tga

first number the tile id on
The second the type then 4 numbers which I am not sure what it does then the file name.



So if I understand you right, the first number is the TILE ID number as seen in tileedit,

second number: is the type tell if its a border etc?

I'll probably still use tile edit a bit since I'm trained on it and I can match the tiles fairly ok. But if I understand the scripting stuff than I should load mass tiles faster.


Thanks for the help! On a side note SnOOpy has okayed my conversion and I'll pm the other guys I used for these. I'm not sure how overall these tiles are received but I wouldnt mind if it makes into the Apolyton Edition patch (that way I'll actually feel like I'm really contributing something )

Martin the Dane is offline Martin the Dane
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  Old Post 01-05-2004 00:17 Visit Martin the Dane's homepage!
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E. If I understand you Q right then yes.

You can select witchever border you want to display on any tile. I have not added code that limits the borders shown to the ones that fits the center tile.

I have at some point considered making it possible to selct witch nine tiles to display in a 3x3 matrix. What have cept me from doing so, has mainly been a question of how to implement the borders and the interface. If it will be helpfull I'll take a look at it at again, and se if I can do it.

As to the script file: In the .zip there is a file called "Script file format.txt" this explains all that is possible with the current script file format.

And Mc, no you don't have to use silver as bg-color, or black as shadow for that matter, the default colors are specified in the script file, for the whole set of images. The default colors can then be overridden for each image as needed.

Attachment: script file format.txt
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The Big Mc is offline The Big Mc
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nice one Martin.

E is offline E
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I've been doing a lot of cleaning up ofthe tiles and finally fixed the sea tile showing up on the coast. I also added some subtle bumps in grasland a tree or two in the random plains graphics, trying to diversify the look. I'm still messing with it but I think you'll be pleased...

PS Big MC your work on lava rifts and hills etc is appreciated and once I finish the original times I plan on making versions of your tiles too!

The Big Mc is offline The Big Mc
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Sounds good but i am still working on finding references in the source to get them all to work.

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I'm still learning the borders and script thing. that may take away since I'm focusing on graphics now. A request I do have is that the graphic shape for borders be changed. I have no idea how that can be done unless Martin the Dane found out. Is it possible to change some default shape somewhere? if we could make it more curved or any side AND make it unique on different sides, I think it would add a lot to giving an earthy look.

Martin the Dane is offline Martin the Dane
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Changing the schape of the borders can't be done with the current format of the til-file, but it is possible to have unique graphics for each of the four borders.

By default TileEdit uses different parts of the imported graphics to create each of the four borders.

Here's an example: I took a tile with different sides and used that as a border graphics, the attached image is the result.

Attachment: border.jpg
This has been downloaded 59 time(s).

E is offline E
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quote:
Originally posted by Martin the Dane
Changing the schape of the borders can't be done with the current format of the til-file, but it is possible to have unique graphics for each of the four borders.

By default TileEdit uses different parts of the imported graphics to create each of the four borders.

Here's an example: I took a tile with different sides and used that as a border graphics, the attached image is the result.


Thanks for the help Martin. Is there anyway to make random borders show up on the same tiles? I could make some borders have bushes and small hills in order to vary the terrain. I havent sat down with scripting yet to figure it out.

Another question. Circled below are these random gray dashes. They appear on different tiles and are not in any of my graphic TGAs any idea how that happens?

Attachment: graylines.jpg
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E is offline E
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Here's my latest make. Most of it is cosmetic. Please let me know if there are any touch ups needed.

Latest in first post and sig.

Last edited by E on 29-05-2004 at 08:17

Martin the Dane is offline Martin the Dane
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The gray dashes are a graphics glitch probably somewhere in the graphics library, where, is anyboddys guess. The good news is that they normally disapear if the affected area is redrawn.

It is not possible to use random borders with the current tilefile, that will have to be done with the source-code, and my C knowledge is not good enough to do that. The only way to do something similar, is to use TileRules and then have several different graphics for the same tile. I think Mc knows more about that.

The Big Mc is offline The Big Mc
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Martin the variation rule (last block) could be used to create a duplicate tile ( a new tile with the same graphic as another). You can then assign a border to that new tile.

The only problem I can see ( I cant check this out because i` haven’t got a tile edit script) is that you cant assign a border to a tile id.

 
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