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Re: Changing Tilesets[message #263490] Fri, 24 September 2010 16:31 Go to previous messageGo to previous message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Will Gates
You have to be brave and edit Generic 0 first. It's so full of pointless duplicates it's a crying shame. Doing that affects all others for starters. Plus you only need 3 types of flat roof per set which lets you have 3 types of pitched roof per set; makes any town map look more varied. A super big set with all just isn't easily acheivable imho. The original guys even had to pull back from what they were doing (each set was meant to have twice as many tree types available but it didn't work because it went over the paragraph limit per sub section).



I'm afraid that modifying the gerneric 0 will probably cause even more problems as it would solve.

Each and every map would have to be checked for miss placed stuff.



I agree that the one big tileset is not the best solution as it probably would also screw up a lot of things.

Thus my idea, to teach the game and the editor to load more than one tileset for a map.

Would probably still be hard to code, but as stated before: Tilesets need a serious overhaul, otherwise mapping big maps won't be happening at all.

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