[Uh-user] New Tile system

Thomas Kinnen nihathrael at unknown-horizons.org
Sun Feb 21 21:32:23 CET 2010


On Sun, 21 Feb 2010 21:23:16 +0100
Thomas "nihathrael" Kinnen <nihathrael at unknown-horizons.org> wrote:

> On Wed, 04 Nov 2009 23:24:45 +0100
> Thomas Kinnen <nihathrael at unknown-horizons.org> wrote:
> 
> > Hi all,
> > we discussed the new tile/path system during the meeting.
> > 
> > Why do we need a new one?
> > The old one is pretty hard to use especially for non programmers as
> > it uses a lot of sqltables which are a pain to use. It's a lot of
> > work to add new tiles. It's also not very flexible and doesn't
> > allow adding different graphic sets for the same object.
> > 
> > What do we want to do?
> >  The new system should be pretty close to the action_set system used
> > by other objects like buildings. If we manage to use similar
> > standards we could use the same animation loader for both grounds
> > and buildings.
> > 
> > What do we still need to know?
> > - naming conventions for the folders
> > - where do we store the ground properties like the groups it belongs
> > to (ground, water, buildable, unbuildable, stone, etc)? Db? Yaml
> > files?
> > 
> > Any input is welcome!
> > 
> > So long,
> > Thomas
> > 
> > _______________________________________________
> > Uh-user mailing list
> > Uh-user at lists.unknown-horizons.org
> > http://lists.unknown-horizons.org/cgi-bin/mailman/listinfo/uh-user
> 
> Hi folks,
> I'd like to summarize the knowledge we gained this weekend. And pin
> down the progress we have made.
> 
> First of all, polar-coordinates + fife are evil! :) We had a tough
> time figuring it all out.
> 
> Eventually we ended up using a
> ps_NAME[0-9]+/tiletype/rotation/[0-9]+.png directory format for the
> tile system. 
> The difference to the action set structure is, that if you have a
> 1.png this does not mean that this is the second frame of an
> animation, but rather a second possible image for this tile, allowing
> for a more random and thus natural tile look. If you add a second
> visual for one action, it has to be added for all the rotations. But
> it is okay to only add it for one tile-type. You do not have to add
> it for all the actions in one tile-set.
> 
> The loaders are already added to the svn and work just
> fine. Loading the graphics into fife also isn't a major problem. The
> code of that is working here locally. The main problem we currently
> have is that our old maps somehow don't want to be converted quite
> right. So what we are going to do is wait for the 0.3.2 version of
> fife (supposed to come in march) which will allow to add our own
> loaders to fife and use those in the editor. We will then try to make
> the editor work with the UH map format and then redo the maps. That
> seems to make a lot more sense then trying to really fix all the maps
> by hand.
> 
> The directory structure for the tile sets has been established under
> "content/gfx/base/{moderate,polar,tropic}".
> 
> For now development of the new system is being laid down, until the
> new fife version arrives.
> 
> So long
> 

Small mistake in my last message.

It's actually ts_NAME[0-9]+/tiletype/rotation/[0-9]+.png not
ps_NAME[0-9]+/tiletype/rotation/[0-9]+.png. ts instead of ps. TileSet.

We will probably be using ps for pathset at a later stage. 

-- 
Thomas Kinnen <http://www.unknown-horizons.org>



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