DD/Map editor/Tile size

From Unknown Horizons

Jump to: navigation, search
Image:Note.png

This page is part of the Unknown Horizons design document. Please discuss everything concerning this topic on the "discussion" tab of this page. If you´re not sure whether your ideas are fitting the Unknown Horizons style, either use the discussion page, talk to us, or edit the "Questions" section of this page, but please don´t directly edit the other parts.

Proposal

Summary

Temporary values for tile size and object related messures.

  • Gridsize = unit tile size = 32x16px
  • Tilesize = 2x2 grid cells = 64x32px


Gridsize is oriented towards the smallest object ingame - a simple infantry unit. Everything else will get spread over several tiles.

  • building level height ~64px - depending on building design.
  • unit height ~56px - depending on unit design.

Those measures - except of gridsize - are guidelines.

Implementation related notes

The tile size and all the other measures for ingame graphics depend on the effects of zooming. All objects have to be identifiable up to a certain degree of zooming.

Open questions

Phasing

General

OpenAnno is impossible without tiles. Defining the tile size and other measures for images is fundamental.


<LinuxDonald> jwt_working what is the rotation of the tile files in fife?
<LinuxDonald> in °C
<jwt_> hey LinuxDonald, I'm not quite sure what you're asking. You mean the rotation of the tile graphics fife uses for its demo?
<jwt_> their rotation is 45 degrees and tilt is -42

This is a pretty much different camera setup from what is used for OA. We will use rotation 45° and tilt -60°. Although this should normally end up in pretty ugly pixel lines for some strange reason Blender as well as FIFE come up with the exact output I was looking for - sharp and regular pixel lines. --dauerflucher 23:58, 18 May 2008 (UTC)

Personal tools
Unknown Horizons
Design Document