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#1 Voller

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Posted 05 May 2006 - 03:27 PM

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

Attached Thumbnails

  • moonbase.png
  • snapshot_1.png

Edited by Voller, 12 June 2006 - 07:04 AM.


#2 Blood Angel

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Posted 11 May 2006 - 11:55 AM

NICE.

Welcome to the team, kiddo.

#3 Kratos

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Posted 11 May 2006 - 02:32 PM

Impressive. :) (sorry, would say more but I am quite busy)

#4 Voller

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Posted 12 May 2006 - 09:48 AM

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

#5 nappes

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Posted 12 May 2006 - 11:06 AM

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.
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#6 Voller

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Posted 12 May 2006 - 03:36 PM

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 :P
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

#7 Sporb

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Posted 12 May 2006 - 05:29 PM

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!

#8 nappes

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Posted 12 May 2006 - 06:52 PM

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 by nappes, 12 May 2006 - 06:56 PM.

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#9 Voller

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Posted 13 May 2006 - 07:21 AM

Yeah, that might come in handy. Will give it a go then.

#10 Voller

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Posted 15 May 2006 - 09:16 AM

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

Attached Thumbnails

  • Hires_Marsbase__test_.png


#11 Blood Angel

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Posted 15 May 2006 - 12:50 PM

You are the future. As much as I like my terrains pixellated, your render is Frickin' Sweet!

#12 Voller

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Posted 15 May 2006 - 03:52 PM

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

#13 Exo2000

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Posted 17 May 2006 - 11:38 PM

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

<{POST_SNAPBACK}>


The floor there reminds me of Outpost. :o
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#14 Voller

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Posted 02 June 2006 - 05:38 PM

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:

Attached Thumbnails

  • mars_hires.png


#15 Sporb

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Posted 03 June 2006 - 03:07 AM

one day, when we are not limited to 256 tiles, we will be able to have irregular and lumpy terrains - looks good

#16 nachtwolf

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Posted 04 June 2006 - 01:34 AM

256 tiles... SIGH
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#17 Hobbes

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Posted 04 June 2006 - 01:48 AM

256 tiles... SIGH

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254 actually LOL

#18 nachtwolf

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Posted 04 June 2006 - 09:25 PM

256 tiles... SIGH

<{POST_SNAPBACK}>


254 actually LOL

<{POST_SNAPBACK}>


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 by nachtwolf, 05 June 2006 - 12:58 PM.

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#19 Voller

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Posted 12 June 2006 - 07:08 AM

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?

Attached Thumbnails

  • Marsbase_Highres_Tileset.png
  • mars_hires.png


#20 DaiShiva

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Posted 18 June 2006 - 03:27 AM

Now it's over to somebody else. Anybody willing to implement this thing?

<{POST_SNAPBACK}>


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.

#21 Serge

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Posted 19 June 2006 - 06:56 AM

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?

<{POST_SNAPBACK}>

Thanks, it looks great =b

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.xcomu...view.php?id=496
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#22 Serge

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Posted 19 June 2006 - 07:06 AM

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.
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#23 Voller

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Posted 19 June 2006 - 08:24 AM

Thanks, it looks great  =b

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.xcomu...view.php?id=496

<{POST_SNAPBACK}>


Thanks Serge! I was beginning to wonder if my work was all in vain ;)

#24 DaiShiva

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Posted 19 June 2006 - 12:03 PM

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.

<{POST_SNAPBACK}>


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.

#25 Sporb

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Posted 19 June 2006 - 05:59 PM

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 :)

#26 John Faust

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Posted 14 September 2006 - 03:44 PM

Looks cool, any Idea when or if a Full Version will be availibul?
I thought I'd pretend I was one of those deaf mutes, or should I?

#27 MosFet777

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Posted 15 September 2006 - 09:50 PM

Wow !

Voller, that tileset looks awesome!

I'm still trying to grasp the idea of xcom looking that good. :D

#28 Voller

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Posted 15 September 2006 - 11:50 PM

Thanks! Didn't think somebody would dig that old thread out again :P

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.