DD/Map editor/Tilesets
From Unknown Horizons
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Proposal
Summary
THIS ARTICLE IS ABSOLUTELY AND TOTALLY OUT OF DATE!!!!!
BUT: The tile at the top corner of an island is tile position 0,0, means at 45° on polar coordination system used by FIFE!!!! So all curved tiles for the top corner of an island are declared as rotation 45° in a directory /45. The straight tile at 45° ist right LEFT of the tile named before!!
For more information check fife/trunk/tools/geometry_twister.py which simulates camera positions and how the maps moves on changing camera angles!!!
Tilesets are graphical sets of tiles used in all 2D games based on tiles, yeah. For OA those tilesets will be used for ground tiles only because of the rest being managed by the pattern system. Graphically those sets will contain the basic tiles used for the composition of the ground based on a certain climate.
Most important will be be the transition tilesets to manage more or less smooth transitions between different compositions.
A tileset will most likely contain 42 tiles (2 base tiles and 40 transition tiles).
Implementation related notes
The naming of tiles is handled as follows:
- base tiles (as grass or beach) will be named by its composition of ground and a "_00"
- e.g. grass_00.png or beach_00.png.
- transition tiles (as grass to beach) will be named by the transition and the numbers "_01" - "_40"
- e.g. grass-beach_17.png or shallow-deep_05.png.
The names for the compostions of ground as used in filenames and DB should be (current milestone):
- grass
- grass-beach
- beach
- beach-shallow
- shallow
- shallow-deep
- deep
Graphics
The image above shows masks for the used tileset with tiles 30x16px each scaled 200%. The green color shows the area from which the transition starts and the purple color the ones the transition will go to.
Open questions
None so far.
Phasing
General
A ground tileset is the most basic graphic to make OA happen and will though be part of milestone 1.


