[PRJ] Tileset testing of CR1 availiabe content.

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MerlinX420
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[PRJ] Tileset testing of CR1 availiabe content.

Post by MerlinX420 » 10 Oct 2010, 12:05

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
Computer games don't affect kids, I mean if Pac Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music. Has anybody seen this princess I'm looking for?
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IvanMorve
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Re: [PRJ] Tileset testing of CR1 availiabe content.

Post by IvanMorve » 10 Oct 2010, 14:22

Hi Merlin,
maybe you will be more lucky with this tileset.
Should fit 32x32 grid.
village.png
village.png (139.38 KiB) Viewed 1031 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 » 11 Oct 2010, 08:16

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 » 12 Oct 2010, 22:00

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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