Voller Posted May 5, 2006 Report Share Posted May 5, 2006 (edited) Hi Everyone, I got a little bored, so I decided to play around with tiles a little. I "modified" nappes moonbase tileset. Modified meaning that I replaced the tiles that are used in the map one by one (just the pictures) with something similar. So map and .lua are still the same, it just looks a little different. Basically I just replaced the moonbase.png with something else.You'll have to replace the moonbase.png yourselves to look at the tileset, I'm afraid, cause I didn't know how to properly add a new one.Also I'm aware that nappes' original tileset and map aren't actually finished and the amount of tiles he used is therefore a little limited. Since I didn't modify his map, some of the transitions between different tiles are rather abrubt and don't look too well (exterior - interior, ramp - floor etc.). Also I wanted to finish quickly and show you guys, so I didn't bother replacing any of the "broken" tiles. Just try not to blow too much up Sooo...enjoy Feedback is always welcome Voller Edited June 12, 2006 by Voller Link to comment Share on other sites More sharing options...
Blood Angel Posted May 11, 2006 Report Share Posted May 11, 2006 NICE. Welcome to the team, kiddo. Link to comment Share on other sites More sharing options...
Kratos Posted May 11, 2006 Report Share Posted May 11, 2006 Impressive. (sorry, would say more but I am quite busy) Link to comment Share on other sites More sharing options...
Voller Posted May 12, 2006 Author Report Share Posted May 12, 2006 Thanks. I guess I wouldn't mind making a few more of those Would it make sense to make a low resolution tileset at this point or are you guys thinking of implementing higher resolution ones any time soon? Voller Link to comment Share on other sites More sharing options...
nappes Posted May 12, 2006 Report Share Posted May 12, 2006 I don't think the engine currently supports hires tiles, but then again that's mostly because no one has gotten around to actually make any hires tilesets yet. Those tiles look like they were 3D rendered, so I guess it won't be much extra trouble to render them in a higher resolution? If you just do that, I'm sure someone will get motivated to code the in-game support for them. Link to comment Share on other sites More sharing options...
Voller Posted May 12, 2006 Author Report Share Posted May 12, 2006 That's correct. I did render them. Doing it again shouldn't be too much more than another cut and paste job. Although, if it is a higher resolution I should probably add some more detail. Also the transitions between the ground tiles won't be as easy, because I can't hide behind the lousy resolution anymore A provisional tileset shouldn't take too long though and I suppose I can always improve it afterwards. So I could give it a go if you want. What size should I make the tiles? Triple? Oh and Nappes, I think there is a small bug in your map. When I was exchanging the tiles, I had blue bits coming out of my walls on the second floor. I think you might have put in some of the walls twice. Voller Link to comment Share on other sites More sharing options...
Sporb Posted May 12, 2006 Report Share Posted May 12, 2006 that is correct, a few tiles are too close - its easy enough to fix. Very nice desert look by the way, i tried my own hand at a desert and it ended up looking like a landscape made entirely out of weetbix! keep up the good work! Link to comment Share on other sites More sharing options...
nappes Posted May 13, 2006 Report Share Posted May 13, 2006 (edited) So I could give it a go if you want. What size should I make the tiles? Triple?<{POST_SNAPBACK}>2x should be enough, triple sounds a bit too much. And if it's any help, there exists a template for 2x tiles, available in this thread Edited May 13, 2006 by nappes Link to comment Share on other sites More sharing options...
Voller Posted May 13, 2006 Author Report Share Posted May 13, 2006 Yeah, that might come in handy. Will give it a go then. Link to comment Share on other sites More sharing options...
Voller Posted May 15, 2006 Author Report Share Posted May 15, 2006 Right, that's what it looks like so far. Any comments/suggestions? @Nappes: Second floor in the building on moonbase: Two of the north eastern walls are both, normal wall and wall with a light at the same time. I think it is the one next to the oxygen tank and the one below the window. You probably put one of them as "north" and the other as "content". Voller Link to comment Share on other sites More sharing options...
Blood Angel Posted May 15, 2006 Report Share Posted May 15, 2006 You are the future. As much as I like my terrains pixellated, your render is Frickin' Sweet! Link to comment Share on other sites More sharing options...
Voller Posted May 15, 2006 Author Report Share Posted May 15, 2006 haha! glad you like them Personally I think that some of them are too smooth and clean. But I'm not worrying about that for now. I'll try to get it "complete" first and will worry about the details afterwards. Voller Link to comment Share on other sites More sharing options...
Exo2000 Posted May 18, 2006 Report Share Posted May 18, 2006 Right, that's what it looks like so far. Any comments/suggestions? @Nappes: Second floor in the building on moonbase: Two of the north eastern walls are both, normal wall and wall with a light at the same time. I think it is the one next to the oxygen tank and the one below the window. You probably put one of them as "north" and the other as "content". Voller The floor there reminds me of Outpost. :o Link to comment Share on other sites More sharing options...
Voller Posted June 2, 2006 Author Report Share Posted June 2, 2006 Hey guys, Yes, I'm still working on it. I actually intended to make the ground more irregular and three dimensional looking, but it turned out that it wouldn't have fit together properly without changing the map slightly. So I decided to keep it simple for now. Just need to add a couple of stones and craters and stuff and then I should be finished. This is what it looks like so far: Link to comment Share on other sites More sharing options...
Sporb Posted June 3, 2006 Report Share Posted June 3, 2006 one day, when we are not limited to 256 tiles, we will be able to have irregular and lumpy terrains - looks good Link to comment Share on other sites More sharing options...
nachtwolf Posted June 4, 2006 Report Share Posted June 4, 2006 256 tiles... SIGH Link to comment Share on other sites More sharing options...
Hobbes Posted June 4, 2006 Report Share Posted June 4, 2006 256 tiles... SIGH 254 actually Link to comment Share on other sites More sharing options...
nachtwolf Posted June 5, 2006 Report Share Posted June 5, 2006 (edited) 256 tiles... SIGH 254 actually The engine itself is not really limited to 254... it's the .MAP format.Having a LUA replacement, which is needed, would solve the problem. I propose this structure : mapWidth = int8 mapHeight = int8 mapDepth = int8 mapData = Array[ mapDepth ] [ mapHeight ] [ mapWidth ] [ floor int16, obj int16, wall int16, wall int16] So mapdata is a 4 dimension Array of structured data.Maps are composed of levels, which are composed of rows, which are composed of columns, which are composed of 4 tile numbers, ranging from 1 to 65536. (Yes Hobbes, 65534 but I DOUBT this makes a difference) With this structure, since rows would be discernable, it would be easier to make an editor and would even be relatively easy to manually edit the mapData. Edited June 5, 2006 by nachtwolf Link to comment Share on other sites More sharing options...
Voller Posted June 12, 2006 Author Report Share Posted June 12, 2006 Ok then. Looks like my job is done for now. The tileset is as complete as the one I made previously. All the tiles are there when the map is loaded, but some might spontaneously disappear when they get blown up. Will update the thing once it is usable. Now it's over to somebody else. Anybody willing to implement this thing? Link to comment Share on other sites More sharing options...
DaiShiva Posted June 18, 2006 Report Share Posted June 18, 2006 Now it's over to somebody else. Anybody willing to implement this thing? Hopefully the changes ive been making to mapview and pckview will make implementing this much easier. It should also allow the ufo2000 team to make changes on their own schedule instead of waiting for me. Link to comment Share on other sites More sharing options...
Serge Posted June 19, 2006 Report Share Posted June 19, 2006 Ok then. Looks like my job is done for now. The tileset is as complete as the one I made previously. All the tiles are there when the map is loaded, but some might spontaneously disappear when they get blown up. Will update the thing once it is usable. Now it's over to somebody else. Anybody willing to implement this thing?Thanks, it looks great It will take some time before getting into the game as we have some other issues to solve first though. But it it will not be lost for sure. I have set this issue as 'sticky': http://ufo2000.xcomufo.com/mantis/view.php?id=496 Link to comment Share on other sites More sharing options...
Serge Posted June 19, 2006 Report Share Posted June 19, 2006 Hopefully the changes ive been making to mapview and pckview will make implementing this much easier. It should also allow the ufo2000 team to make changes on their own schedule instead of waiting for me.I'll just take a chance to ask you once again about the possibility of opening the sources of mapview. It would definitely save some amount of dumb work reimplementing its functionality from scratch. Link to comment Share on other sites More sharing options...
Voller Posted June 19, 2006 Author Report Share Posted June 19, 2006 Thanks, it looks great It will take some time before getting into the game as we have some other issues to solve first though. But it it will not be lost for sure. I have set this issue as 'sticky': http://ufo2000.xcomufo.com/mantis/view.php?id=496<{POST_SNAPBACK}> Thanks Serge! I was beginning to wonder if my work was all in vain Link to comment Share on other sites More sharing options...
DaiShiva Posted June 19, 2006 Report Share Posted June 19, 2006 I'll just take a chance to ask you once again about the possibility of opening the sources of mapview. It would definitely save some amount of dumb work reimplementing its functionality from scratch. It is moving in that direction. I've opened up a sourceforge account and once I'm happy with the organization of the code and its ease of extendability it will be opened up as a project there. Link to comment Share on other sites More sharing options...
Sporb Posted June 19, 2006 Report Share Posted June 19, 2006 its great to hear that we might be moving in the direction of a mep editor thatl let us use the ufo2k functionality - long way to go yet but at least we finally have hope Link to comment Share on other sites More sharing options...
John Faust Posted September 14, 2006 Report Share Posted September 14, 2006 Looks cool, any Idea when or if a Full Version will be availibul? Link to comment Share on other sites More sharing options...
MosFet777 Posted September 16, 2006 Report Share Posted September 16, 2006 Wow ! Voller, that tileset looks awesome! I'm still trying to grasp the idea of xcom looking that good. Link to comment Share on other sites More sharing options...
Voller Posted September 16, 2006 Author Report Share Posted September 16, 2006 Thanks! Didn't think somebody would dig that old thread out again Unfortunately it will take some time until any coding is done for it, because the next stable release of ufo2000 has priority. And god/serge knows when that will be. Link to comment Share on other sites More sharing options...
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