1.13 Tilesets thread[message #11562]
|
Wed, 07 September 2005 13:00
|
|
Snap |
|
Messages:286
Registered:September 2000 Location: USA (by way of the Old Wo... |
|
|
Split from the main 1.13 thread. Post everything related to tilesets here. I'll start by recapping some of my own wise words and a few links.
Quote:Oh and in case you are wondering why you can't get JA2 to accept tilesets with higher numbers, that's because the limit is hardcoded. To change, add elements to the enum in TileEngine\World Tileset Enums.h. It's best to check the UB code to see how it's done there, in case there are some non-obvious tricks involved.
You should also be aware that even if the tileset limit is increased, simply adding UB tilesets to JA2 won't work. That's because in JA2 the very first tileset acts as a default resource for all subsequent tilesets. IN UB tileset 50 is the default for all tilesets above 50. So, while tileset 50 will still work in JA2 (since it is completely filled), other UB tilsets will be broken.
Once the tileset limit is successfully increased, I can recompile UB tilesets to work in JA2. As for other modifications, I would advise to make them strictly backwards-compatible, at least as part of this project. That is, old maps should still work and, ideally, look the same even with changed tilesets. One way to accomplish such modifications is to add extra objects at the end of STIs that are not filled to capacity - there are a few such examples in my collection. Another way is to replace a duplicate subset in a tileset. However, this can in principle break some maps.
JA2TSE is a very useful tileset editor. (Khor, this may answer your question from another thread.)
A very functional JSD editor is being developed by a Russian programmer (interface is in English). This is a link to a beta version, which appears to work fine, except it does not yet support the type of JSDs that are used for wall decals and such.
[Updated on: Mon, 06 May 2019 05:47] by Moderator Report message to a moderator
|
Master Sergeant
|
|
|
|
Re: 1.13 Tilesets thread[message #11564]
|
Thu, 08 September 2005 07:41
|
|
Nighthawk |
|
Messages:46
Registered:February 2002 Location: Springfield, MO |
|
|
Hello,
Thanks for starting the new thread, Snap. I was going to suggest that also. That way, we only need the 1st entry to have the links.
I have an updated Tileset_readme and wrote a preface to the original Beta readme. On the Beta editor/other links page I have the Adobe version of Wodan's UC campaign editor readme. Also some .jpg shots of the Strategic Map Editor. I don't know why some of them are blurry; they looked great on my home browser.
This is in my readme but Khor 1255 asked me to list the new tilesets so I will here.
The 22 beta template maps in the Maps folder are the new tilesets. Put in JA2/Data/Maps. Take the seperate numbered tileset folders in the 3 zips and put them in one folder called Tilesets in the JA2/Data folder. Put the set.dat file inside JA2113 folder in JA2/Data/BinaryData. Start beta editor and load map. They are:
UCAirport, Tropical, Convoy, Subway, Swamp, Farm, UCTown1, Desert(Prison), UCHospital, MiningTown,
UCTown2, LowLvComplex, Power Plant, Lush, GovtFaction, Upper Complex, Falltown, SnowMap, Sewers, Coastalprison, Islandhospital and UCTown 3.
Some are barely changed with some terrain tiles swapped around; the rest are direct copies of all UC and UB tilesets. The Islandhospital is 100% custom with stuff I wanted from existing sti's. The tools folder inside BinaryData contains the map converter and Snap's radarmap utility. I'll ask you now if you can or need to make the itemfix and gunchart program changes to 1.13. Change them to read the Weapons and items .xml files.
The readme also lists all unchanged tilesets. So far I've only targeted 3 of them for a total custom overhaul, and I'm going to put Snap's tile collection either in the 0 folder and/or a custom tileset of it's own.
Please post all suggestions, ideas, and feedback. Please check out the full readme and download the files you need.
Thanks,
Nighthawk
Report message to a moderator
|
Corporal
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Re: 1.13 Tilesets thread[message #11587]
|
Wed, 14 September 2005 10:41
|
|
Snap |
|
Messages:286
Registered:September 2000 Location: USA (by way of the Old Wo... |
|
|
It's both First, the limit is hardcoded in TileEngine\World Tileset Enums.h , as I described in the first post. Then the game will expect the same number of tilesets in JA2SET.DAT. A good thing would be to remove the limit from the code and just deduce the number of tilesets from the dat file (which already has its own counter in the header for convenience). However, there is one more thing that is hard-coded: something relating to terrain types (whether a particular ground texture is a road, a rough terrain, a floor inside a building, etc.) This data would be best to export into the same JA2SET.DAT, but... that will break Linx's very nice tileset editor, and we don't have another.
I guess we could convert the dat file into an XML, though that still wouldn't be as convenient as a GUI editor. But if someone writes a new editor in the future, they could wrap it around the XML.
Report message to a moderator
|
Master Sergeant
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Re: 1.13 Tilesets thread[message #11601]
|
Sun, 25 September 2005 10:28
|
|
Nighthawk |
|
Messages:46
Registered:February 2002 Location: Springfield, MO |
|
|
I have posted a greatly edited tileset_readme file on my site. Click on my link in the 1st entry to read all the changes.
Some of the files on my 2 sites are now in the new 1.13 central depository so I will remove them very soon.
Nighthawk
Report message to a moderator
|
Corporal
|
|
|