![]() |
#21 | |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 42
Posts: 1,516
![]() |
Quote:
That said I think the work is worth doing. One thing to consider when working on walls is how you would draw this dungeon using the 16 kinds of wall tiles I suggeseted: Code:
+------------------+ | # # ### #####| |# # ### # # #####| | # # ### ## ##| |## # # # #####| | # # ### #####| |# # # ## ### | | # # # # ### | +------------------+ We should be able to generate this image just by pasting in your empty floor graphic tile and the 16 different wall tiles--this is how the game actually uses tiles. I suspect that having walls of varying thickness (for now) isn't going to work, but that it should be possible to give walls a somewhat 3D look like you did by figuring out whether they are "attached on" a side or not. EDIT: I started working on a super simple 16x16 version of this in mtpaint and I'm worried that you need the diagonal connections to get this right. EDIT2: Yeah, it's hard to get the 3D look you want without knowing about diagonal adjacency. Otherwise, it's hard to get these two cases done correctly for X: Code:
+--+ +--+ |X#| |X#| |# | |##| +--+ +--+ However, I think you only care about diagonally adjacent walls when both of the compass directions are filled, meaning you don't need 256 wall tiles, but only 47 wall tiles (the base 16, plus an additional +1x4 tiles for the elbow cases (2/4 not in a line), an additional +3x4 for the cases for the tiles blocked on 3/4 sides, and +1x15 cases for the wall that is blocked on 4/4 sides). It's late and I might be tired, but I'm pretty sure this is mostly right. I will try to finish up my simple graphics example and post it here. Last edited by d_m; January 5, 2011 at 06:14. |
|
![]() |
![]() |
![]() |
#22 |
Knight
|
when pasting all the items, creatures and stuff to the tilemap, I'm guessing that I have to stick to an already fixed pattern? For example 2H-sword needs to be left of the Battleaxe, which need to be next to the dagger etc.
Could I just use the 32x32.bmp file in the graf folder and scale it up to 64x64 pixels, then add my own tiles ontop of the ones already in that one (removing the ones already there ofcourse)? Last edited by Shockbolt; January 5, 2011 at 09:00. |
![]() |
![]() |
![]() |
#23 | |
Knight
Join Date: Sep 2010
Location: England
Posts: 958
![]() |
Quote:
Unfortunately, tile dimensions are hard-coded and can't be changed just using pref files, so you need someone to code you an option to use 64x64 tiles. The only way you could test them in-game at the moment would be to shrink them down to half size and use them in place of the 32x32 tiles. |
|
![]() |
![]() |
![]() |
#24 | |
Knight
|
Quote:
|
|
![]() |
![]() |
![]() |
#25 | |
Knight
|
Quote:
Can the dungeon be rendered using only two (or three tile types) as in my second version posted instead of the 3D'ish first version at the beginning of this thread? I've put together a better example that show the new wall tiles and how they are put together, I even used one of Your examples from a previous reply ![]() When I wrote 3 tiles, I was referring to a third wall tile that really isn't needed, but can be there for an added "3D feel", as that tiletype partially hides the player behind it. See the left most part in the attached image to this reply. Edit: For the filler wall tile(wall tile 1) You'd have to code into the game that it'd have to be replaced by tile 2, once the tile type 2 was tunelled away infront of it, if You know what I mean. ![]() Last edited by Shockbolt; April 15, 2014 at 19:38. |
|
![]() |
![]() |
![]() |
#26 |
Swordsman
Join Date: Dec 2009
Location: Dallas, Texas, USA
Posts: 455
![]() |
Those look sweet! I'm also a diehard ASCII player, but I would switch to those tiles in a heartbeat.
|
![]() |
![]() |
![]() |
#27 | |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 42
Posts: 1,516
![]() |
Quote:
![]() Right now the game can't use two tiles on one square (for instance, to hide the player like you suggested). It's a neat idea but I'd rather stick to something simpler at first. So yeah, as long as you can represent a verticle line of three walls, two walls, and a wall standing by itself we should be fine. EDIT: I had something about needing a different graphic for a pillar. I'm not sure we do although it might be nice to have. EDIT2: The one sort of confusing thing is that if you have two walls which are diagonal you can move between them. The horizontal perspective is nice in that we could make it obvious that there is space, but having to make 47 tile images would be really thankless. Last edited by d_m; January 5, 2011 at 16:03. |
|
![]() |
![]() |
![]() |
#28 |
Prophet
Join Date: Dec 2009
Posts: 9,022
![]() |
I'm telling ya, OpenGL. Just whip up a wall texture and describe the geometries of the different wall configurations and you're good to go.
|
![]() |
![]() |
![]() |
#29 |
Knight
Join Date: Sep 2010
Location: England
Posts: 958
![]() |
The graphic pref files actually already include entries for four different types of wall tiles, labelled 'basic', 'inner', 'outer' and 'solid'. It looks like only the 'basic' type are ever actually generated by the game at present, but the others do have numbers and can be assigned graphics, so I guess it was intended at some point to implement a similar sort of four-tile system.
I think the Nethack wall tiles use a four-tile system, where you've got horizontal walls, vertical walls, and 'front' and 'back' corner blocks, like so: Code:
B-----B | | | | F-B B-F | | | | |
![]() |
![]() |
![]() |
#30 | |
Veteran
Join Date: Apr 2007
Posts: 1,951
Donated: $40
![]() |
Quote:
__________________
takkaria whispers something about options. -more- |
|
![]() |
![]() |
![]() |
Tags |
angband, graphic, graphics, tileset |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Display Modes | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
OSX Tileset help? | ZorroRoaster | Variants | 1 | March 31, 2009 00:09 |
Tileset formats? | caduceus | Vanilla | 8 | April 23, 2008 23:44 |