I saw helpful information relating to WC2 tilesets here:
http://wayofthepixel.net/index.php?topic=9865.0
Wait for the animation on this one:
making tilesets.
Re: making tilesets.
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
05:06 jim4 finished wc1 support yet? i've been waiting for 6 years
05:10 jim4 new things scare me
Re: making tilesets.
I was experimenting with this method of making trees, and it seems to work pretty easily:
Last edited by b_o on Wed Jan 22, 2014 5:52 pm, edited 1 time in total.
Re: making tilesets.
Lookin' good.
I see that the attachments have resumed work.
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
05:06 jim4 finished wc1 support yet? i've been waiting for 6 years
05:10 jim4 new things scare me
- DinkyDyeAussie
- Posts: 260
- Joined: Fri Feb 10, 2012 10:39 am
- Location: Australia
Re: making tilesets.
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.
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.
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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https://github.com/saniv/free-game-art/ ... elated-art
https://github.com/saniv/free-game-art/ ... elated-art