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Old January 8, 2011, 02:44   #51
andrewdoull
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Quote:
Originally Posted by takkaria View Post
I think 16 will work, but I could be wrong.

I'll add this to my list of graphics improvements to make. (This will require 16 * 3 different tiles for a 'complete' tileset! 16 for orientation, 3 for lighting.)
Have a look at the Unangband implementation and feel free to steal as much code as required.

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Old January 8, 2011, 16:37   #52
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Idea for a bridge-type tilesystem, would add a whole new dimension to killing the balrog in Angband BTW, these are originally 64x64pixels, blown up here





*gotta find this file before I can re-post it*

Last edited by Shockbolt; April 15, 2014 at 19:39.
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Old January 8, 2011, 16:42   #53
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Pillarsystem, to avoid the current squarish diagonal walk system in todays angband versions:

Again, originals are 64x64pixels, these previews are blown up:



*gotta find this file before I can re-post it*

Last edited by Shockbolt; April 15, 2014 at 19:40.
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Old January 8, 2011, 16:53   #54
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More pillartypes, and parts of them can be used as wall endings too:




*gotta find this file before I can re-post it*

Last edited by Shockbolt; April 16, 2011 at 12:59.
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Old January 8, 2011, 16:54   #55
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Wall tile variations, and a few stairs:


Last edited by Shockbolt; April 15, 2014 at 19:40.
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Old January 8, 2011, 17:15   #56
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I have to say it again. These look *GREAT*. You're having way too much fun .
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Old January 8, 2011, 17:39   #57
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Quote:
Originally Posted by buzzkill View Post
I have to say it again. These look *GREAT*. You're having way too much fun .
Thanks buzzkill! Yeah, once You finish a tile, it's hard to stop, You just gotta paint one more, and then one more
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Old January 10, 2011, 00:31   #58
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I whipped up a quick-and-dirty tile picker. Caveats:
* Requires .Net Framework version 2
* Only supports the 32x32 David Gervais tiles
* Not extensively tested, so there's a small chance you'll muck up your pref files

Download Tile Picker

To install, extract the executable into your Angband folder. Click on an object's name to see its position in the tile map. Click on the tile map to see the corresponding object (if any). To assign a new tile to an object, drag the desired tile and drop it onto the object's name. You'll be asked if you want to save your changes when you exit the application.

Eventually I might have time for a less kludgy version which supports all the various tiles and stuff, but free time is not a luxury I have a lot of these days

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Old January 10, 2011, 14:54   #59
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Quote:
Originally Posted by RogerN View Post
I whipped up a quick-and-dirty tile picker. Caveats:
* Requires .Net Framework version 2
* Only supports the 32x32 David Gervais tiles
* Not extensively tested, so there's a small chance you'll muck up your pref files

Download Tile Picker

To install, extract the executable into your Angband folder. Click on an object's name to see its position in the tile map. Click on the tile map to see the corresponding object (if any). To assign a new tile to an object, drag the desired tile and drop it onto the object's name. You'll be asked if you want to save your changes when you exit the application.

Eventually I might have time for a less kludgy version which supports all the various tiles and stuff, but free time is not a luxury I have a lot of these days

Excellent! This will with no doubt save alot of time for when my tileset is ready. Regarding the tilesize of 64x64, I sis a search to see if I could find the codes that set the tilesize, in the latest angband version but with no luck. How do I go about changing the tilesize to 64x64 pixels?
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Old January 10, 2011, 16:59   #60
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Quote:
Originally Posted by takkaria View Post
It would be pretty easy to hack something together very quickly to allow this-- are you on Windows or OS X?
The SDL version will take 64x64 tiles with just one extra line of code
(and some new pref files)
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