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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Posted: 10 Oct 2010, 13:46
by IvanMorve
AxlTrozz wrote:Not @ home now, but I'll do it today.

Regards

P.D. do you need changes or fixes ? let me know
Looks great so far.
I guess some mapping will point out issues...


Now we have a map tester, we can harass him with our incredible productivity :)

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Posted: 11 Oct 2010, 16:14
by Merlin
I heard that. :)

Get me a tileset and I'll see if it's workable.
The cliffs look nice, I think Irukard was talking about some sort of cliff/wall integration.
I looked in the repo but couldn't find a tileset for this. All that seems to exist in my collection is the mockup.

The water tiles work for place holders but don't have an organic feel to them. Maybe I'll mess with those a bit and see if I can get some natural shapes that tile out of it.

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Posted: 13 Oct 2010, 11:15
by IvanMorve
Pavement tileset (outlines):
pavement .png
pavement .png (55.64 KiB) Viewed 4338 times
A: transition stone-grass (some grass between stones)
B, B', B": transition stone-grass (some stone on the grass)
C, C': road
D,D': (maybe useless) tree will be plant here.

Sheet is 512x512 in order to keep some place for future tiles.

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Posted: 13 Oct 2010, 12:01
by Crush
The C' road needs a lot more detail.

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Posted: 13 Oct 2010, 14:08
by IvanMorve
C' road will have same texture as C road.
This set is far from done. Actually, as I said previously, it's just some outline thrown on a sheet.

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Posted: 13 Oct 2010, 19:41
by Merlin
Looks like your making progress with this set. I do wonder if you plan on making the 8 way tiles so geometric. I edited a version of that pavement in my eA blue tile roof set. I used Crush's road as an example to figure out how to edit them into a new road/pathway surface. (thanks again for the pointers on the editing of the roof.)
I'll mess around with this latest update and see how things tile. You do a very good job of providing complete and flexible sets.

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Posted: 18 Oct 2010, 11:51
by AxlTrozz
IvanMorve wrote:Hi mister Trozz, nice to see you around!

EDIT:
in order to have a "productive" post:

Could you please provite a xcf version for this:
Image
Or maybe a mappable tileset? :)
Sorry the delay was kind of hard to find file, is very messy but has several layers so you only have to activate or deactivate some layers to find it,

location http://www.axltrozz.com/tmw/images/

name : seashore06.xcf

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Posted: 18 Oct 2010, 12:16
by AxlTrozz
Other files:

Santileset : sand tileset.xcf
an alternative version of the cliffs: seashorecliffs_011.xcf
water : water02b.gif water02.xcf

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Posted: 21 Oct 2010, 15:53
by Rotonen
Merlin: WIP academy outdoors map coming onto dev.themanaworld.org anytime soon? You've way passed the deadlines you've set for yourself by now and I've not heard from you on this since.

What's up?

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Posted: 28 Oct 2010, 01:07
by Merlin
I believe we discussed this via irc the other day. Bertram PM'd me and I re-sent the WIP map.

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Posted: 28 Oct 2010, 11:23
by Bertram
Hi,

I confirm and thank Merlin ;)

I'll upload the map as soon as Rotonen is okay with it.

Best regards.

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Posted: 29 Oct 2010, 01:09
by Rotonen
All WIP maps can go into dev without much of my approval.

Let's actually keep dev a happy-go-lucky hacktestland for development work to let people see the fruits of their work online ASAP. That has been my intention all along. I do not see the need for me to red-tape OK everything.

I do reserve the right to shoot things down from dev back onto the drawing board if necessary. And as for going into testing? That is strictly controlled and not yet relevant for anything.