[PRJ] Tileset testing of CR1 availiabe content.

Content and general development discussion, including quest scripts and server code. TMW Classic is a project comprising the Legacy tmwAthena server & the designated improved engine server based on evolHercules.


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Merlin
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Joined: 23 Dec 2007, 04:42

[PRJ] Tileset testing of CR1 availiabe content.

Post by Merlin »

With the tiles for CR1 being gathered up I've started testing some of the tiles.


First thing that I was going to figure out was the tileing on ivan's port town set.
Some odd problems. I noticed that they seemed to be 1 px off. I attempted to readjust and test.
While the valley's tile properly there was some some odd line in the transition of the 2.
I would like other ppl to look at the set and see what causes this.
I don't want any errors is the tileing of any of our tiles. :_(
I imagine that Ivan will go over his set and finish it up. I would like to figure out this roof.
It would go good with a number of wall varieties and could produce many varies roof designs.
MerlinX420
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IvanMorve
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Re: [PRJ] Tileset testing of CR1 availiabe content.

Post by IvanMorve »

Hi Merlin,
maybe you will be more lucky with this tileset.
Should fit 32x32 grid.
village.png
village.png (139.38 KiB) Viewed 1844 times
A: transition grass-pavment (70% stone 30% grass)
B, B': transition grass-pavment (70%grass, 30% stone)
C, C', C'': road
D, D', D'': roof, front view
E', F': roof side view

' and '' : alternative tiles
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Bertram
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Re: [PRJ] Tileset testing of CR1 availiabe content.

Post by Bertram »

Hmm, it's becoming interesting.

Shall I add this in the dev repository, Rotonen?

Best regards.
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Rotonen
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Re: [PRJ] Tileset testing of CR1 availiabe content.

Post by Rotonen »

For dev server, add anything and everything. If you consider it to potentially break any existing mapping: do tell the mapper(s) too to be nice towards their efforts.
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