Customs Tiles

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NickGen
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Customs Tiles

Post by NickGen »

Hi,
I planned to create a new set of terrains tiles.
I'm looking for directions, help, on the functioning
of the terrain tiles system ...
Some of you have they already immersed in the map engine?

NickGen
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RedLancer
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RE: Customs Tiles

Post by RedLancer »

Go to the editor, load generic data and go to the map.

Press the ` key. Click on TILE in the top left corner. That shows you the screen which controls the hex art.
The possible art is in the right hand column.

So if you have created a new tile and it's in the right folder you should be able to find it.

If you need more help then post below.

John
WitE2 Asst Producer
WitE & WitW Dev
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NickGen
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RE: Customs Tiles

Post by NickGen »

thank you,
I'll check it out ...
I feel that this is a rather complicated system ...
but it should not be a problem, it's my job.[:)]

NickGen
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geozero
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RE: Customs Tiles

Post by geozero »

Didn't want to start another thread but I am also interested in tweaking the tiles and look.

I see where all the tiles are at and that they are TGA files. A couple of questions:

1) It appears that there is one larger "map" under all those tiles in the game which allow for the actual coastline to be shown. Where is that image file?

2) Does anyone know of a TGA batch program that would allow changing colors, saturation or contrast as a batch rather than trying to do that on every individual file?


3) Question for the Devs... why did you use TGA files instead of say... png?


JUST SAY NO... To Hideous Graphics.
chemkid
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RE: Customs Tiles

Post by chemkid »

.
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Helpless
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RE: Customs Tiles

Post by Helpless »

All tiles are located under \dat\art\tiles. Naming follows terrain name - CLEAR, WOODS, SWAMP, etc.
Pavel Zagzin
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Helpless
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RE: Customs Tiles

Post by Helpless »

1) It appears that there is one larger "map" under all those tiles in the game which allow for the actual coastline to be shown. Where is that image file?

Coastlines are drawn one by one. There is no one coastline image.
3) Question for the Devs... why did you use TGA files instead of say... png?

It is hard to find and ask who chose it.
Pavel Zagzin
WITE/WITW/WITE-2 Development
chemkid
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RE: Customs Tiles

Post by chemkid »

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Redmarkus5
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RE: Customs Tiles

Post by Redmarkus5 »

Why is it necessary to use the Editor at all? If I edit the original TGAs, keeping their original names, and then install them as a MOD folder using JSGME, the game should read the new TGAs as if they were the old ones, right?
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RedLancer
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RE: Customs Tiles

Post by RedLancer »

ORIGINAL: redmarkus4

Why is it necessary to use the Editor at all? If I edit the original TGAs, keeping their original names, and then install them as a MOD folder using JSGME, the game should read the new TGAs as if they were the old ones, right?

That would work but it involves a lot of art as many features have numerous tiles. Were you, for instance, starting from scratch you could reduce the number of base tiles by standardising and adjust the hex art data file in the editor to compensate. It really depends on what you are planning to do.
John
WitE2 Asst Producer
WitE & WitW Dev
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