[Uh-user] New Tile system
Thomas Kinnen
nihathrael at unknown-horizons.org
Mon Nov 9 00:12:35 CET 2009
Andreas wrote:
> First, I failed with the naming convention. Due to the prefix and set
> numbers used for action sets - which should also be used for other
> sets then - the correct paths should look like this:
>
> /base/climate/ts_setnameno/direct.png
> E.g. /base/moderate/ts_grass0/225.png
> and
> /base/climate/ts_setnameno/set_type/direct.png
> E.g. /base/moderate/ts_grass-beach0/straight/225.png
>
> The additional subfolder "set_type" for transitions is for keeping the
> naming conventions for tile images. Otherwise the 3 types would have
> to be written into the filename. Maybe I got your question wrong here.
> Please write a brief example of what you consider to be a distinction,
> Thomas.
I think we should use the following to allow for animations:
/base/climate/ts_setnameno/set_type/direction/num.png
E.g. /base/moderate/ts_grass-beach0/straight/45/0.png
Imho we should use this for all the tiles, no matter if they only have
one direction tile or not. Makes things simpler, even if it means we
need to copy the file a few times.
> Good thing. I was hoping for you saying right this. I would suggest to
> have ALL objects being no ground tiles on the terrain layer then.
Agreed.
> Maybe I was a bit inarticulate. Personally I would like to see the
> final definition of which of the available images is used for one tile
> object on map load. This would make the maps look slightly different
> each time you load them. BUT, as said then the final definition have
> to be written into the save game database file because it would be
> quite confusing I think if maps look different each time you load a
> save game.
That should be doable. Sounds like a nice idea to keep the maps from
looking the same all the time.
So long,
Thomas
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