DD/Map editor/Tile size
From Unknown Horizons
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
Unknown Horizons 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 in UH. 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)
You can use the fife-tool fife/utils/geometry_twister.py to check the camera positions.

