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making tilesets.

Posted: Wed Dec 18, 2013 5:12 pm
by b_o
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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Re: making tilesets.

Posted: Wed Dec 18, 2013 5:43 pm
by Kyran
That is sexy.

Re: making tilesets.

Posted: Mon Dec 23, 2013 4:19 pm
by b_o
I was experimenting with this method of making trees, and it seems to work pretty easily:
newtree.png
newtree.png (13.95 KiB) Viewed 10177 times
slightly different angle
slightly different angle
tree4.png (16.77 KiB) Viewed 10115 times

Re: making tilesets.

Posted: Tue Dec 24, 2013 4:37 pm
by Kyran
Lookin' good.
cad-20131209-2d230.png
cad-20131209-2d230.png (511.3 KiB) Viewed 10162 times
I see that the attachments have resumed work.

Re: making tilesets.

Posted: Thu Feb 20, 2014 1:55 am
by DinkyDyeAussie
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?

Re: making tilesets.

Posted: Sat May 02, 2015 1:18 pm
by snv
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.