making tilesets.

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b_o
Posts: 328
Joined: Sun Jan 01, 2012 12:07 pm

making tilesets.

Postby b_o » Wed Dec 18, 2013 5:12 pm

I saw helpful information relating to WC2 tilesets here:

http://wayofthepixel.net/index.php?topic=9865.0

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Wait for the animation on this one:
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Kyran
Posts: 499
Joined: Sat Dec 31, 2011 5:19 pm
Location: Australia
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Re: making tilesets.

Postby Kyran » Wed Dec 18, 2013 5:43 pm

That is sexy.
04:27 jim4 why haven't you added wc1 support? this project sucks. i'm only going to use freecraft
05:06 jim4 finished wc1 support yet? i've been waiting for 6 years
05:10 jim4 new things scare me
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b_o
Posts: 328
Joined: Sun Jan 01, 2012 12:07 pm

Re: making tilesets.

Postby b_o » Mon Dec 23, 2013 4:19 pm

I was experimenting with this method of making trees, and it seems to work pretty easily:
newtree.png
newtree.png (13.95 KiB) Viewed 3703 times
tree4.png
slightly different angle
tree4.png (16.77 KiB) Viewed 3641 times
Last edited by b_o on Wed Jan 22, 2014 5:52 pm, edited 1 time in total.
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Kyran
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Location: Australia
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Re: making tilesets.

Postby Kyran » Tue Dec 24, 2013 4:37 pm

Lookin' good.
cad-20131209-2d230.png
cad-20131209-2d230.png (511.3 KiB) Viewed 3688 times
I see that the attachments have resumed work.
04:27 jim4 why haven't you added wc1 support? this project sucks. i'm only going to use freecraft
05:06 jim4 finished wc1 support yet? i've been waiting for 6 years
05:10 jim4 new things scare me
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DinkyDyeAussie
Posts: 259
Joined: Fri Feb 10, 2012 10:39 am
Location: Australia

Re: making tilesets.

Postby DinkyDyeAussie » Thu Feb 20, 2014 1:55 am

Then after you make them all you have work out how to program it in the lua files...is that difficult, or should I just do my tileset in the same order as an existing one?
snv
Posts: 107
Joined: Tue Apr 28, 2015 7:58 am

Re: making tilesets.

Postby snv » Sat May 02, 2015 1:18 pm

AFAIK, original Warcraft 2 tiling algorithm (the one you get by disassembling editor) uses 4 corners, instead of sides, to do tiling, and also has tiling hierarchy, with mud being top parent (mud->grass->forest, mud->water->dark_water, mud->rock)

I.e. it checks if corner is surrounded by same tile type, creating a 4-bit bitmask including each corner's state and looks it up a 16-entry array of corner permutations. If there is no such permutation, it degrades the tile to it's hierarchical parent.

Major problem with such tiling is that there is less lumber than forest tiles, leading to map disbalances. Something like a single tree tile would have fixed it.

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