[GIT] Rearranged snow tileset

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Jaxad0127
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[GIT] Rearranged snow tileset

Post by Jaxad0127 » 04 Jan 2008, 16:54

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.
Last edited by Jaxad0127 on 31 Jul 2009, 15:55, edited 1 time in total.
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Post by Len » 04 Jan 2008, 20:01

It's my understanding that rearranging existing tiles can break the maps currently using them.
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Post by Jaxad0127 » 04 Jan 2008, 20:18

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.
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Post by Matt » 04 Jan 2008, 20:59

Is there any reason why tilesets have to be 512x512px?
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Post by Peacemaker » 04 Jan 2008, 21:10

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
...
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Post by Jaxad0127 » 04 Jan 2008, 21:24

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
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Post by Matt » 04 Jan 2008, 21:25

Well they could be 1024x1024 then :) Well, 1MB RAM usage or 4MB shouldn't be a problem.
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Post by Crush » 05 Jan 2008, 05:26

jaxad0127 wrote:Besides, this one has a different name, so adding it wouldn't break anything.
Having two redundant tilesets would be even worse.
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Post by Jaxad0127 » 05 Jan 2008, 05:53

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.
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Post by Bjørn » 07 Jan 2008, 16:58

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.
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Re: Rearranged snow tileset

Post by kr0n05931 » 25 Nov 2008, 05:57

viola
snow.png
snow.png (107.81 KiB) Viewed 2245 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 2228 times
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Re: Rearranged snow tileset

Post by kr0n05931 » 25 Nov 2008, 19:56

Added the fence from the woodland tileset:
snow3.png
snow3.png (109.06 KiB) Viewed 2143 times
Sign recolored:
snow4.png
snow4.png (109.08 KiB) Viewed 2131 times
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Re: Rearranged snow tileset

Post by Crush » 26 Nov 2008, 19:23

How about ripping some pixels from here:
http://forums.themanaworld.org/viewtopi ... 49&p=42480
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Re: Rearranged snow tileset

Post by kr0n05931 » 28 Nov 2008, 03:31

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)
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Re: Rearranged snow tileset

Post by Crush » 28 Nov 2008, 13:13

Why don't you use these ground tiles?
Image

Image
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