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1.13 Tilesets thread[message #11562] Wed, 07 September 2005 13:00 Go to next message
Snap is currently offline Snap

 
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Split from the main 1.13 thread. Post everything related to tilesets here. I'll start by recapping some of my own wise words Smile 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

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Master Sergeant
Re: 1.13 Tilesets thread[message #11563] Wed, 07 September 2005 13:15 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Thanx alot Snap. Those links are very helpful.

I've tried the tileset editor but found that just replacing the .sti and then redoing the JSD with the exisisting JSD Builder works for the purpose I used it.
I even sent these new files to other people in the project I'm working on and not had any reported problems.

Am I missing something?

I wonder what new features the Russian JSD editor has that the old JSD Builder didn't? Is it just easier to use or (and this falls into the wish list zone) does it offer the ability to make various JSD types like:

Destructable JSD
Openable JSD
Explosive JSD
Etc.

This would be awesome.

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Sergeant Major
Re: 1.13 Tilesets thread[message #11564] Thu, 08 September 2005 07:41 Go to previous messageGo to next message
Nighthawk is currently offline Nighthawk

 
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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

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Corporal
Re: 1.13 Tilesets thread[message #11565] Thu, 08 September 2005 08:10 Go to previous messageGo to next message
Nighthawk is currently offline Nighthawk

 
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@Snap

Regarding your above comments, I'm going to make sure all the other UB tilesets besides the SnowMap(Heavy Snow) have no blank spots in the set.dat file.

A backwards-compatible version is also easy to do because not much is changed. If you get the JA2set.dat file to accept 70 entries(0-69)like the UB one, filling in empty spaces and copying over repeating tilesets is all that is needed.

Also, the reason I have SME .jpg screen shots is because it can edit alot of things. It needs to recognize the 1.13 exe. Both the campaign editor, SME and other usefull stuff is in the UC-Utilities pack. The link to it is on JA Galaxy, I believe.

I'm going to finish reading Mugsy's edited first main post to see what else he has externalized. Maybe the SME is not needed. I will relink my weapon mod images and html data in the 1.13 item requests thread shortly.

Nighthawk

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Corporal
Re: 1.13 Tilesets thread[message #11566] Thu, 08 September 2005 08:26 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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O.K.
I misunderstood you're new tilesets completely. I thought you had created new tilesets from scratch not grabbed tiles from one set and imported them into another.
What I thought you were trying to do is assemble a tome of newly created tilesets for beta testing and general distribution to the modding community.
It seems to be problematic to change the 0 Tileset folder although the reasons for this (apart from possible incompatability with 'regular' maps) I haven't been able to figure out. I read and saved a long series of posts on Lords of the Bytes concerning this and messed around with the Tile Set Editor only to resort to simply changing the tileset .sti's then add appropriate JSDs (for some reason, when you change the .sti it corrupts or ruins the JSD to the point that you're new tile [in my case a huge truck] is invisible to characters and doesn't stop bullets even though it appears on the map)to have new working tilesets.

I really like the idea of opening the cap on the number of tilesets available but since when you make a new mod you change the 0 Tileset folder anyway by changing the smguns.sti and the smp1 (etc)items.stis I don't see where incompatability with default 0 Tileset folders should be a reason not to do this?

I'd really like to know if I'm doing something that could cause major problems down the road but I've been working with my modified 0 Tileset folder for the better part of a year now with no apparent problems and am wondering why this method is inadvisable.

Sorry for the longwindedness. My wish for the coders is that they somehow make a compatability feature to the map editor to allow for the new tiles and .stis and .dats without corrpting the editor. This may be an unnatainable goal but it would be a great thing.

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Sergeant Major
Re: 1.13 Tilesets thread[message #11567] Thu, 08 September 2005 15:22 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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I'd like to add this as a general request to all people cotributing to the non coding part of this project (that is to say people doing Maps [.dats], item pics [.stis] and tiles [.stis and .jsds]).
The way these file extentions are listed by default are in capitol letters. For the sake of being clear about which files are modded ones and which ones are Sirtech ones I think we should make our file extentions non-capitol letters.
This will help us easily identify our new files amid the sometimes very huge folders.

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Sergeant Major
Re: 1.13 Tilesets thread[message #11568] Thu, 08 September 2005 17:06 Go to previous messageGo to next message
Snap is currently offline Snap

 
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Quote:
Originally posted by Khor1255:
I've tried the tileset editor but found that just replacing the .sti and then redoing the JSD with the exisisting JSD Builder works for the purpose I used it.
Well, that's one way to do it. I am not sure what problems you are having otherwise. You mentioned some problems with structures: that will happen if you don't have correct JSDs. Basically, JSDs describe the shape and the physics of an object to the program - it can't deduce anything from the picture alone.

Quote:
I wonder what new features the Russian JSD editor has that the old JSD Builder didn't? Is it just easier to use or (and this falls into the wish list zone) does it offer the ability to make various JSD types like:

Destructable JSD
Openable JSD
Explosive JSD
Etc.
All that and more. It lets you set every relevant parameter and then some Smile

About modding tilesets in general: for this project (1.13) I am mainly interested in expanding modding capabilities while leaving the original game (JA2) intact. Any changes beyond that can be made as part of any number of stand-alone mods based off 1.13.

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Master Sergeant
Re: 1.13 Tilesets thread[message #11569] Thu, 08 September 2005 17:20 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Once I got ahold of the JSD Editor I stopped having any problems. I just don't know why changing just the .sti should even affect the .jsd but it seems to invalidate it.
I was saying that it seems to be problematic to change the 0 Tileset folder because every time I hear someone mention tileset editing they warn against changing the ) folder. Is this just because of incompatability with standard maps?



That new Russian editor looks absolutely gear! If it really does what it says it does I'm gonna be in tile heaven for a while. Thanx for turning me on to it.

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Sergeant Major
Re: 1.13 Tilesets thread[message #11570] Thu, 08 September 2005 17:23 Go to previous messageGo to next message
Snap is currently offline Snap

 
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John: I think that programs that directly edit the executable are no longer feasible to support, since the executable is changing every week or so. Besides, we can now do it all in the code - it's just a matter of getting around to do it. I believe that campaign data is in line for externalisation, and some may have already been externalised. I'll consider making a new gunchart program (XML data file -> HTML table), but since it's just a convenience item, it's not a very high priority. Map correction utilities can be very helpful though - I'm planning to get to that.

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Master Sergeant
Re: 1.13 Tilesets thread[message #11571] Thu, 08 September 2005 17:31 Go to previous messageGo to next message
Snap is currently offline Snap

 
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Quote:
Originally posted by Khor1255:
Once I got ahold of the JSD Editor I stopped having any problems. I just don't know why changing just the .sti should even affect the .jsd but it seems to invalidate it.
It's not a matter of JSD being affected by changes in the STI, but rather the image and the structure description not synching. If you replace a kitchen sink with a dump-truck, the program will draw the truck, but as far as physics is concerned, it will still think that there is a sink there.

Quote:
I was saying that it seems to be problematic to change the 0 Tileset folder because every time I hear someone mention tileset editing they warn against changing the ) folder. Is this just because of incompatability with standard maps?
Changing any standard tileset may lead to incompatibility, but even more so for tileset 0. That's because other tilesets use a lot of the contents from tileset 0 (e.g. those rusty trucks that you see in many tilesets are from 0). So changes in tileset 0 may propagate to many other tilesets. That's probably what is being meant.

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Master Sergeant
Re: 1.13 Tilesets thread[message #11572] Fri, 09 September 2005 01:59 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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I changed a Dumpster .sti to a Flak Cannon and it became ethereal. Perhaps that was a one time glitch but I took it to mean that any time you change the .sti the .jsd gets corrupted. I take it you're saying this is not the case? I'm aware that the .jsd must match the size of the new object you make the .sti for in order for it to 'make sense' in a game physics perspective but the first two new .stis I made seemed to invalidate the .jsd because enemies could see and shoot right through these objects and my mercs could walk right through them (can't remember whether the latter thing caused crashes or not though).


If changing the 0 Tileset folder is just a compatability issue that's a relief. The tilesets I make for antique mods have to have all the modern element removed from every set and I thought it much better to go to the 'master' set first.

It would be great if someone made a .bat or even changed the code to allow for new tilesets being imported into an .exe. This is not onlty a selfish request, since every new weaponmod will probably use a modified smguns.sti and smpitems.sti set and this too causes map incompatabilities.
I guess this work is up to whoever gets ahold of the Beta Editor source and starts working there. But wouldn't it be great to be able to easily import new tiles into an .exe without causing crashes? I realise this also involves the changing of the Prof.dat and possibly the Set.dat but I think it's work worth doing.

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Sergeant Major
Re: 1.13 Tilesets thread[message #11573] Fri, 09 September 2005 17:44 Go to previous messageGo to next message
Snap is currently offline Snap

 
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Quote:
Originally posted by Khor1255:
I changed a Dumpster .sti to a Flak Cannon and it became ethereal...
Well, I can only guess, but the only way I can see this happening is an STI-JSD mismatch.

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Master Sergeant
Re: 1.13 Tilesets thread[message #11574] Fri, 09 September 2005 17:48 Go to previous messageGo to next message
Snap is currently offline Snap

 
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I made a couple of command-line JSD tools, similar to the STI tools. One lets you delete structures from a file, the other, more useful, lets you copy structures from one file into another. You can download the zip from my link above.

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Master Sergeant
Re: 1.13 Tilesets thread[message #11575] Fri, 09 September 2005 17:56 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Thanx again.

I have been able to make working tiles now for the good part of a year now and with that cool Russian JSD Editor you turned me on to should be able to get them to do some of the things I only dreamed about.
Since all of my computers run on XP I've always had a problem with DOS programs. I'd like to look at that program but since it's DOS...

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Sergeant Major
Re: 1.13 Tilesets thread[message #11576] Fri, 09 September 2005 23:30 Go to previous messageGo to next message
lynxlynxlynx is currently offline lynxlynxlynx

 
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You can use http://dosbox.sourceforge.net/news.php?show_news=1 if everything else fails.

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Sergeant
Re: 1.13 Tilesets thread[message #11577] Sat, 10 September 2005 04:31 Go to previous messageGo to next message
Snap is currently offline Snap

 
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You can run console ("DOS") programs in XP just fine. Your command prompt is found in Start/Programs/Accessories. Or you can make a .bat file and run any commands from there. Anyway, my JSD tools don't give you anything you can't get otherwise - they are just more convenient for some tasks.

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Master Sergeant
Re: 1.13 Tilesets thread[message #11578] Sat, 10 September 2005 05:38 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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To make the right .bat I just need to write a text file containing the adress (directory) of the DOS program I want to run, then on the next line write pause, then change the extention to .bat? I remember trying this method without any luck last year. Was I doing something wrong?

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Sergeant Major
Re: 1.13 Tilesets thread[message #11579] Sat, 10 September 2005 07:21 Go to previous messageGo to next message
Madd_Mugsy

 
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A .bat file will close the dos window as soon as it's done executing. You may be better off just running it from the command prompt (goto Start->Run and type "cmd" and hit Enter, or use Snap's directions above), which doesn't close after you run an exe.

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First Sergeant

Re: 1.13 Tilesets thread[message #11580] Sat, 10 September 2005 19:29 Go to previous messageGo to next message
Snap is currently offline Snap

 
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Khor: The issue with bats not working is probably that your file explorer hides file extensions from you, so you can't actually change a file from one type (.txt) to another (.bat). This is one of the first things I do whenever I install Windows: go to Tools/Folder Options/View in the file explorer and uncheck "Hide extensions for known file types". One of the most evil Windows features Mad

The sucky thing about command prompts is that you still have to cd (change dir) into your working directory. On my computer I can call up a command prompt by right-clicking a folder, but that takes some messing in the registry, and you probably don't want to do that.

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Master Sergeant
Re: 1.13 Tilesets thread[message #11581] Sat, 10 September 2005 19:36 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Right. I have all of my extentions showing (my brother turned me on to that last year) but I didn't follow what you were saying about changing directory into my working directory. Do you mean I have to have the directory the dos program is installed in opened while I run the command prompt (two open windows)?
Or do you mean I have to write in the adress of the program while I'm in DOS?

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Sergeant Major
Re: 1.13 Tilesets thread[message #11582] Sun, 11 September 2005 03:13 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
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Quote:

Or do you mean I have to write in the adress of the program while I'm in DOS?
In dos, there's a CD command, it means change directory, it is the DOS equivilent to double-clicking a folder in windows, it changes your current folder in the command window to the new folder.

CD games [enter]

would take you to the \Games folder.

But you have to be specific, if you are in the command window and in C:\

And your games folder was in C:\Myfolder\Games

You'd have to type in:

CD \Myfolder\Games [enter]

in order to get to the games folder.


So what he means, is that you have to "CD" your way into the directory the DOS program is installed in, and then you can run the program by typing the name of it. If the program is called Myprog.exe, you'd type:

Myprog.exe [Enter]

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First Sergeant

Re: 1.13 Tilesets thread[message #11583] Sun, 11 September 2005 03:20 Go to previous messageGo to next message
lynxlynxlynx is currently offline lynxlynxlynx

 
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Iirc that os has some drag'n'drop support from ie, so you can cd in dos more comfortly.

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Sergeant
Re: 1.13 Tilesets thread[message #11584] Sun, 11 September 2005 12:14 Go to previous messageGo to next message
Nighthawk is currently offline Nighthawk

 
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You are all right about fooling around with the 0 tileset. If you limit it to just putting the different .sti's with the same name as the original in the folder, it seems to work all right. Just never manually edit it inside the set.dat file.

Other tilesets that I do manually edit the set.dat file only work if I give both the text entry and the .sti an unique filename. Otherwise the beta editor crashes when loading the template.

The UC beta campaign editor still works fine. Also the additional tab in the SME can still be written to because it saves the changes to Maps.dat in the Data folder.(how it was done in UC).

You can only change the type of sector, way of sector, and number of red, yellow and black shirt enemies on Normal difficulty. This and the other stuff like moving the mine sectors around, setting sector income and reinvasion data will eventually be pulled out of the .exe.

@Snap

I am putting most of your .sti's in one of my 3 targeted customized folders. Where exactly does the flagstone and sidewalk pics go? As a floor texture or in the other stuff area?

Nighthawk

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Corporal
Re: 1.13 Tilesets thread[message #11585] Sun, 11 September 2005 19:29 Go to previous messageGo to next message
Snap is currently offline Snap

 
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Er... flagstone is a floor texture, I think. Don't remember what sidewalk was, or whether it was even finished. The number of pages should tell you where it may fit.

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Re: 1.13 Tilesets thread[message #11586] Tue, 13 September 2005 23:04 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
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Quote:
Originally posted by John Wright:

If you get the JA2set.dat file to accept 70 entries(0-69)like the UB one, filling in empty spaces and copying over repeating tilesets is all that is needed.
So am I understanding that this is a restriction in the .dat file itself? Or in the code?

I ask, because I was eyeball deep in the tileset engine code last night looking for the redraw bug (interface graphics not getting cleaned up properly and redrawing the tiles that were covered up by it). And if it's a code restriction, I can look for that too while I'm in there.

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First Sergeant

Re: 1.13 Tilesets thread[message #11587] Wed, 14 September 2005 10:41 Go to previous messageGo to next message
Snap is currently offline Snap

 
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It's both Razz 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.

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Master Sergeant
Re: 1.13 Tilesets thread[message #11588] Wed, 14 September 2005 11:31 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Would it be possible to link the .sti and .jsd of tilesets as variables similar to the way it's done with the weapon images?

This is just an idea from the peanut gallery but in doing it this way you could assign tilesets to whatever tile name you wanted. So say for instance if you wanted sandbags in place of bushes in a tile group you could switch these by just switching the numbers. The bad thing would be that the actual .sti name would be misleading but you could always maybe attach a 'commented out' text message reminding you where the switched tiles were and what they were switched into.

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Sergeant Major
Re: 1.13 Tilesets thread[message #11589] Wed, 14 September 2005 12:37 Go to previous messageGo to next message
Snap is currently offline Snap

 
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I am not sure what you mean exactly. You can name your STIs whatever you want, and you can place them into any slot within the same tile type (you can't make sandbags into a road texture...) Right now this is easily achieved by editing the ja2set.dat file (Linx's editor). If you want to swap bushes and sandbags, swap their file names in ja2set.dat.

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Master Sergeant
Re: 1.13 Tilesets thread[message #11590] Wed, 14 September 2005 12:56 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Right.
But what I mean is once the data is externalised you could just assign each tile a number (or better yey a name) that would correspond to it's STI then you could take this number (or name) and just swap it around into whatever tileset you wanted to customise. The program would still read it as whatever it originally was so that shouldn't cause conflicts with the program (I'm assuming it assembles tilesets from a list adding the appropriate tile files to make each map type using whatever their file name is) and might even work with the new Beta Editor (if a new one gets built or modded for the final .exe). But for now it would act like a substitute (allbeit a sloppy one) for the Tileset Editor.
My concern is that we remake a new editing utility so modders are free to assemble custom tilesets at least as much as we were before.

I apologise if that's nonsense but the alternative is replacing files one at a time then building new .jsds to correspond in a very laborious manner. If we could just switch tiles this might make it a bit easier. My idea is for a master list much like the Weapons.xml that each tileset draws from and assigning them each a number that fits into the corresponding tileset so you could swap tiles as easily as just switching numbers from this master list around inside each tileset.

For instance, with the Items.xml you can switch around .stis by just changing a number. Make an entry for the .jsd and there you have it.

Right?
It's a hack but I think it would work.

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Sergeant Major
Re: 1.13 Tilesets thread[message #11591] Thu, 15 September 2005 18:51 Go to previous messageGo to next message
Snap is currently offline Snap

 
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I was thinking of doing away with tilesets altogether - just have a gib happy family of tiles that you can draw on in any map. Technically, it's not a problem with today's (or even yesterday's) computers. The problem, as always, is that the editor will have to be radically reworked for this purpose, and that's not likely to happen any time soon.

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Master Sergeant
Re: 1.13 Tilesets thread[message #11592] Thu, 15 September 2005 23:13 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
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Snap, with the right group of people, time is really the only constraint on something like that.

And if the code base continues to change and go down it's pre-destined path, it will have to happen because all of today's tools will become obsolete and the developers of some of todays tools are long gone.

I plan on compiling the Editor code soon, to see what it's capable of if I can get it to work. More than likely it's no more capable than say, the UB editor, but at least it will be something, and at least we'll know what we have to work with.

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First Sergeant

Re: 1.13 Tilesets thread[message #11593] Fri, 16 September 2005 11:33 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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A master list of all the tiles for use in any map would be the best possible editor. My only worry would be that it would be a rescource hog and that might cause the dreaded timelas hang.

But if you think it's doable in a streamline fashion that would make all kinds of mapping possibilities come to life.

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Sergeant Major
Re: 1.13 Tilesets thread[message #11594] Sat, 17 September 2005 12:01 Go to previous messageGo to next message
Snap is currently offline Snap

 
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I lifted the tileset limit in JA2: you can now use up to 255 tilesets without the need to change the code. There are some things that are still hard-coded: terrain types for certain tilesets, and some other things. I am thinking about externalising those as well.

I have also ported UB tilesets to JA2, but in order to use them you need to install a package of tileset files - about 7 MB zipped.

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Master Sergeant
Re: 1.13 Tilesets thread[message #11595] Sat, 17 September 2005 12:48 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
255 tilesets max? great!!!

no prob about the 7megs thing

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Sergeant Major
Re: 1.13 Tilesets thread[message #11596] Sun, 18 September 2005 11:40 Go to previous messageGo to next message
Nighthawk is currently offline Nighthawk

 
Messages:46
Registered:February 2002
Location: Springfield, MO
Wow! That's an incredible increase over the 50 limit of the original. Is there a new set.dat file of 0-254 or will all the tileset entries be changable in a xml file using the same format?

I was thinking about creating a master file of sti's. Using STI View, one could look thru each category and see all the possible choices for each area(ex. trees, barrels & other stuff, wall/roof/floor and furniture). Each category has a limit to keep track of(there are only 4 floor and wall choices; more with others).

It seems that all areas of this 1.13 project are moving along at a rapid pace. Keep up the great work, Snap!

Nighthawk

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Corporal
Re: 1.13 Tilesets thread[message #11597] Sun, 18 September 2005 17:34 Go to previous messageGo to next message
Snap is currently offline Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
John: the game will deduce the number of available tilesets from ja2set.dat. You don't need to have any padding there - just put as many tilesets as you need.

I will think about making a common pool of tiles when we know that we can implement this in the editor - otherwise it would be a useless feature. What I could do for now is make new tilesets that reuse tiles from other tilesets be "cost-free", so to speak. I.e. you will only need to configure ja2set.dat without having to also make and distribute copies of standard tiles.

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Master Sergeant
Re: 1.13 Tilesets thread[message #11598] Tue, 20 September 2005 03:14 Go to previous messageGo to next message
Nighthawk is currently offline Nighthawk

 
Messages:46
Registered:February 2002
Location: Springfield, MO
Yes, a new version of your Tileinstall program. Any tilesets 50 and higher it would compare the new ja2set.dat with the first occurance of the .sti in the default one.

Only the newer UB tiles it would pull from the -d Custom switch(where you tell the program what folder to look in for different tiles).

The only problem I have is renaming the custom tileset itself. When I double-click in the left pane and rename something, when Enter is pressed I get a "subscript out of range" and the program closes down. Any suggestions?

I'm just getting down to starting a 9/14 version of the game. I know lots of additions are arriving soon in the next release.

Nighthawk

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Corporal
Re: 1.13 Tilesets thread[message #11599] Tue, 20 September 2005 20:17 Go to previous messageGo to next message
Snap is currently offline Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
In the future I might make it so that tileinstall won't be needed: the game will just pull the files that it needs from all available sources.

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Master Sergeant
Re: 1.13 Tilesets thread[message #11600] Sat, 24 September 2005 02:31 Go to previous messageGo to next message
Nighthawk is currently offline Nighthawk

 
Messages:46
Registered:February 2002
Location: Springfield, MO
I guess editor specific questions are covered here too? The new editor.exe will need to include the new terrain UB loadscreens and adding in sector descriptions.

Also, have some way when placing enemies to enter in the number encountered on each difficuly level and % of reinvasion like the UB editor does.

Do I have this figured right? If the mapper does not put in a custom inventory(guns and items for enemies)then the default info is pulled from Enemyguns.xml and Enemyitems.xml. On Normal drops, only the items with a x next to it appear when the snapperhead (Magic's line) dies.

Nighthawk

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Corporal
Re: 1.13 Tilesets thread[message #11601] Sun, 25 September 2005 10:28 Go to previous message
Nighthawk is currently offline 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

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Corporal
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