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Tile Editing
Cong edited this page Dec 20, 2023
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3 revisions
- Floor/room tiles are 16x12
- Wall tiles are 16x24, exactly two tiles tall
- Tiles should be completely grey - they will be dynamically tinted with custom colours in-game. That is, their R, G, B values should equal.
- Some tiles have two colours - they use the "alt" colour in the editor. The areas that should use the "alt" colour should be in a shade of red - no G or B values.
- There are 4 types of floor/room tiles:
- normal
- shadow - same as normal tiles but rendered when there's a wall above it, casting a shadow. In GIMP, use the Brightness-Contrast tool and set Brightness to -50.
- alt1 - an alternate version of the normal tile, used for floors; a few normal tiles will be randomly turned into these
- alt2 - an alternate version of the normal tile, used for floors; a few normal tiles will be randomly turned into these
- There are 16 types of wall tiles:
- o - single pillar, no walls around it
- n , e , s , w - wall ends; e.g. n has a single wall below it
- nw , ne , sw , se - wall corners; e.g. nw has walls below and to its right
- nt , et , st , wt - wall T-sections; e.g. nt has walls to its left, right and below
- h , v - horizontal/vertical wall sections
- x - wall cross section, has walls all around it
Refer to this ASCII diagram for the wall relations:
nw-e o
|
v n
| |
sw-h--x--ne
| |
wt-et
| |
w--nt-st-sw
|
s
- Note that wall tiles with walls below them will be half height (16x12) since the side of the wall is obscured by the wall below.
- Door tiles have variable size and are currently not tinted. Doors should have minimal colour, because there are 4 colour-coded versions corresponding to the keys. There are the following tiles:
- Horizontal doors
- Vertical doors - these are usually skinnier than the standard 16x12 tile size, but they will be centre-aligned
- Open tiles - these are displayed when the door is open, at the feet of the doors. For single-tile vertical doors, these aren't shown because they are obscured by the wall below.
- Wall tile - these are shown on the top-most tile of a vertical wall when it is open; it represents a socket on the wall where the door slides (or retracts into?). They are variable size but will be horizontally centred and bottom aligned.
- Make sure the textures tile properly. For continuous textures, GIMP has a Make-Seamless plugin which is a crude way of making it tile-able four-ways. For more control, e.g. two-way tiling, do this manually: copy the texture and move it so that the seam is in the middle, and paint the seam away.
- For floor tiles, use
tile/tile/
as a template - For wall tiles, use
wall/plasteel/
as a template - The lighting is from the top-left, so
- Top/left edges should be bright, top-left corners should be brightest
- bottom/right edges should be dark, bottom-right corners should be darkest
- The top of wall tiles should be brighter than the front