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[GIT] Rearranged snow tileset

Posted: 04 Jan 2008, 16:54
by Jaxad0127
I've rearranged the main snow tileset, giving more room for new tiles and centralizing all ground tiles in this one set:

Image

I've put in some placeholder tiles for some missing transition tiles between ice and water. It could still use some fine tunning, as well as more tiles (like the other four cliff directions).

EDIT: this basic arrangement with new snow tiles has already been committed.

Posted: 04 Jan 2008, 20:01
by Len
It's my understanding that rearranging existing tiles can break the maps currently using them.

Posted: 04 Jan 2008, 20:18
by Jaxad0127
Yes. The current snow sets are rather small. And it would be best to redo them now, before we have too many maps using them. Besides, this one has a different name, so adding it wouldn't break anything.

Posted: 04 Jan 2008, 20:59
by Matt
Is there any reason why tilesets have to be 512x512px?

Posted: 04 Jan 2008, 21:10
by Peacemaker
Matt wrote:Is there any reason why tilesets have to be 512x512px?
I'm no specialist but as far as I discovered it during my own little OpenGL projects... OpenGl just allows you to load textures with:
2^1=2x2
2^2=4x4
2^3=8x8
2^4=16x16
...
2^8=512x512
...

Posted: 04 Jan 2008, 21:24
by Jaxad0127
Peacemaker wrote:
2^1=2x2
2^2=4x4
2^3=8x8
2^4=16x16
...
2^8=512x512
...
It doesn't have to be square, but it's best if each side is a power of 2. The officially supported images sizes are listed here: http://wiki.themanaworld.org/index.php/ ... evelopment

Posted: 04 Jan 2008, 21:25
by Matt
Well they could be 1024x1024 then :) Well, 1MB RAM usage or 4MB shouldn't be a problem.

Posted: 05 Jan 2008, 05:26
by Crush
jaxad0127 wrote:Besides, this one has a different name, so adding it wouldn't break anything.
Having two redundant tilesets would be even worse.

Posted: 05 Jan 2008, 05:53
by Jaxad0127
Crush wrote:
jaxad0127 wrote:Besides, this one has a different name, so adding it wouldn't break anything.
Having two redundant tilesets would be even worse.
We'd have duplicates only while the original is still being used. We can phase it out this way.

Posted: 07 Jan 2008, 16:58
by Bjørn
I think in the future we will just have to develop a tool which allows us to rearrange tilesets and then defines a tile-id transition table which can be used to fix all maps which use the tileset. In the meantime, it doesn't make much sense to rearrange tilesets unless the amount of map fixing work is somehow small compared to the time savings gained by the new arrangement.

Re: Rearranged snow tileset

Posted: 25 Nov 2008, 05:57
by kr0n05931
viola
snow.png
snow.png (107.81 KiB) Viewed 2370 times

Btw, I find it so odd that almost everything in tmw looks "gardened" so I edited the lake a bit for a true asymmetrical feeling of melting ice.
snow2.png
snow2.png (107.52 KiB) Viewed 2353 times

Re: Rearranged snow tileset

Posted: 25 Nov 2008, 19:56
by kr0n05931
Added the fence from the woodland tileset:
snow3.png
snow3.png (109.06 KiB) Viewed 2268 times
Sign recolored:
snow4.png
snow4.png (109.08 KiB) Viewed 2256 times

Re: Rearranged snow tileset

Posted: 26 Nov 2008, 19:23
by Crush
How about ripping some pixels from here:
http://forums.themanaworld.org/viewtopi ... 49&p=42480

Re: Rearranged snow tileset

Posted: 28 Nov 2008, 03:31
by kr0n05931
Facelift for the house, and added some tiles from the previous revision:

Image

REVISION:

Image

(please ignore non-wooden/metal objects in the tileset, refer to the rearranged version above for those)

Re: Rearranged snow tileset

Posted: 28 Nov 2008, 13:13
by Crush
Why don't you use these ground tiles?
Image

Image