[WIP] Tileset and mapping - CR1 - AxlTrozz

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

Post by John P » 24 Aug 2010, 04:20

A mockup would be interesting, but doesn't that stuff seem too "Desert" to you? I like associating brown snakes with leather and the desert nomads and the cowboy outfit.

I guess the green snake could be a tutorial island monster...

All in all, it doesn't mess up anything. I think it better as a desert temple, though.
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Rotonen
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by Rotonen » 19 Sep 2010, 11:47

Can someone post here all the current CR1 tilesets we have?

We are now going to proceed into mapping and the mappers need a page where all up-to-date tilesets are collected. A wiki page would not hurt either.
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Bertram
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by Bertram » 19 Sep 2010, 17:56

Hi, I can post this (maybe not complete but it's a start):

Here a auto-updating link of what have been included as client data for CR1:
I put here everything I could find a while ago:
http://www.gitorious.org/+tmw-admins/tm ... ees/master

Best regards.
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by Rotonen » 19 Sep 2010, 23:35

The reuse of desert_5x, Forest*, Woodlands*, mushrooms, inn* and Pots_x2, is not agreed upon yet or even suggested by anyone. Please remove them.

Is that TMW-eA grass or CR1 grass? I'm getting fuzzy on that one at 01:33 after a few cups of strong coffee while in a coding buzz.

Also wouldn't GPLv2 mandate us to have an AUTHORS file there with full traceability chains for the origins of all pieces included in the repo?
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Bertram
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by Bertram » 22 Sep 2010, 16:22

Hi Rotonen,

As told here:

http://forums.themanaworld.org/viewtopi ... 660#p96660
The reuse of desert_5x, Forest*, Woodlands*, mushrooms, inn* and Pots_x2, is not agreed upon yet or even suggested by anyone. Please remove them.
Is that TMW-eA grass or CR1 grass? I'm getting fuzzy on that one at 01:33 after a few cups of strong coffee while in a coding buzz.
:arrow: Done. The grass isn't the CR1 one, andis Len's if I'm right, correct me if not.
Also wouldn't GPLv2 mandate us to have an AUTHORS file there with full traceability chains for the origins of all pieces included in the repo?
:arrow: A COPYING file has been added in every update files, the authoring of each XML will have to be stated at the beginning of the file. Something I will do sooner or later.
The graphics will need an author panel which I can't add myself, hence relying on the pixel artists to do so. I'll summarize the author's list in the corresponding AUTHORS file after that.
The future musical additions will indeed need a specific AUTHORS file, which can be provided when the first pieces are included.

Best regards.
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by meway » 07 Oct 2010, 03:54

I need cliffs as a complete set and water. :(
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by Bertram » 07 Oct 2010, 08:01

Hi,
I need cliffs as a complete set and water.
:arrow: Provide them?

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

Post by meway » 07 Oct 2010, 16:22

Cliffs are not mine. Water could be but someone else has a nicer idea of water.
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by Rotonen » 07 Oct 2010, 23:01

No one will get mad at you for improving existing work. Contact the author in question (for whatever you need to retouch) to verify if there would already be non-public work done on it. This is to avoid potential workforce allocation conflicts.
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meway
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by meway » 08 Oct 2010, 05:53

I don't think we are close to having a beach yet.
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IvanMorve
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by IvanMorve » 08 Oct 2010, 16:18

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

Post by AxlTrozz » 08 Oct 2010, 16:49

Not @ home now, but I'll do it today.

Regards

P.D. do you need changes or fixes ? let me know
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by meway » 09 Oct 2010, 05:00

I rather use this as a placeholder.
Edit: a little update on the water.
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Bertram
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by Bertram » 09 Oct 2010, 20:57

Hi,

@AxlTrozz:
Glad to get some news from you ;) I hope you're doing fine.

@Meway:
I personally like those water placeholders, as they do the job.
What do you think, Ivan? Rotonen?

Best regards.
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by Rotonen » 10 Oct 2010, 12:10

For a placeholder it does its job good enough. In reality the strict border geometry it forms is a strict no-no.
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