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TileSystem 3.0
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TOPIC: TileSystem 3.0
#22000
TileSystem 3.0 7 Years, 8 Months ago  
Bingo!

Thank you very much CRaster! I've gotten the 3.0.1 version, as well as the new doom tilesets. I've used the TileType tags to split the categories in this way, and edited the Type of the Tiles to Match with this Types. (translated from Spanish :-D)

<TileType type="0">Dungeon Room</TileType> <!--Room, deluxe room and advanced builder pieces-->
<TileType type="1">Passages</TileType><!--Dungeon Passages-->
<TileType type="2">Special</TileType><!--Demon Archway, Mermaid fountain, etc...-->
<TileType type="3">Mystic Ruins</TileType><!--Al Mystic Blocks Stuff-->
<TileType type="4">Den of Evil</TileType><!--All Den of Evil Stuff (except for portcullis)-->
<TileType type="5">Medieval Building</TileType><!--All MBS stuff (except for doors)-->
<TileType type="6">Caverns</TileType><!--"Room" Cavern pieces-->
<TileType type="7">Cavern Passages</TileType><!--Cavern Passages and Adaptations-->
<TileType type="8">Aquatic Caverns</TileType><!--Lake and River Cavern pieces-->
<TileType type="9">Scenography</TileType><!--Cavern walls, Traps, Stairs, Blocks, Pillars, Bridge... etc.-->
<TileType type="10">Doors</TileType><!--All Doors and Portcullis.-->

The Multi-column for the Tile Panels is a winner! having 2 columns and a proper definition of Tile Categories and you barely have to scroll up and down.

Amazing Stuff becomes Super Amazing Stuff!!

All I need now are the amazing pics for MBS, and the new sets photos! (I'm using the Drawings right now, which are wonderful! but mixed with the photos give less beautiful maps once printed)

Oh, man, this take me to the heaven of Dungeon Designers. Thank you very much all of you working on this software, as well as the DF drawings and photos! We are in debt with you.
arsthein
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I want my DF Spiderweb Accesories Set!!! ^O^U
 
#22001
TileSystem 3.0 7 Years, 8 Months ago  
@CRasterImage:
I think that the types will be useful for creating a better categorization of the tiles and to provide a more structured layout, like the former post from arsthein demonstrates.
Of course it would be very useful if we could also define independently for each tile in which layer it is drawn, so that furniture, doors etc, always stay on top of the floor tiles. Some kind of comfort feature may be to allow a default drawing layer within a type definition, which aplies to all tiles of that type unless they explicitly override it with a specific layer value.
I am not sure if I may find some time at the weekend to try some first adaptions of the current sets to the new type scheme, but as soon as I can try it out I'll report if there are any issues.

@pfworks:
I did not yet start anything for a MBS drawings set so far and maybe will wait until the drawings for MBS WA are available.
The photo sets may even take longer, due to the necessity to create relatively large orders at DF to optimize the shipping costs.
If I may not order all new sets at once I'll most likely will order the DOE sets with the first one and the MBS sets with a second one later during this year.
But I'll have to calculate that more precisely before. Maybe I could also order the currently available sets in a first order soon and the rest with a second order.
LoneStarr
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#22002
TileSystem 3.0 7 Years, 8 Months ago  
Oh, I forgot to explain the new draw order flag usable by version 3.0.1. Here it is:

There is a new "sort" attribute on the Tile object. Here are examples:

<Tile name="Something" type="0" sort="0">
somedirectorysomething.png
</Tile>
<Tile name="Else" type="0" sort="1">
somedirectoryelse.png
</Tile>
<Tile name="Foo" type="1" sort="1">
somedirectoryfoo.png
</Tile>

The "Else" object will always draw on top of the "Something" object, even though they have the same catagory.
The "Foo" object and the "Else" object will draw on top of each other, depending on which one you touched last.
They sort the same, even though they have different types.

If you don't include a sort attribute on the Tile object, the default sort value is assigned the Tile's type value. That way older tilesets will still load and behave the same as they did.

For the DF tilesets, I suggest the following sort values:

0 = all normal pieces that have floor tiles
1 = (reserved in case a purpose can be found later)
2 = large objects that can people can stand on, like staircases and bridges
3 = (reserved in case a purpose can be found later)
4 = small objects that can people can stand on or place other objects on. Such as tables and chairs
5 = (reserved in case a purpose can be found later)
6 = all other objects, such as boulders.
7 = (reserved in case a purpose can be found later)
8 = doors
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Goblin
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#22003
TileSystem 3.0 7 Years, 8 Months ago  
That sounds good.

Furthermore I finished my calculations and placed an order for DOE WA and MBS and some currently available extra pieces I always wanted. I am also considering to place some kind of 'last minute pre-order' for the MBS Exp. and the DOE Room Set shortly before 15.03.07, but that's not yet sure.
As a result, I think you can expect extended DOE tile sets and a brand new MBS Tile set during the next months. Of course I will also try to adapt all sets to take as much use as possible out of the new TS 3.0 features. It now only depends on the arrival of the first sets and of course on my spare time available.
LoneStarr
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#22004
TileSystem 3.0 7 Years, 8 Months ago  
Well my order arrived just an hour ago and I already did a quick sneak on the content.
I was again blown away seeing the MBS and DoE WA tiles in real live for the first time.
It really seems that comparing to the early fantasy sets from years ago (when there usually were noticeable tolerances) the quality and preciseness of the tiles has reached a completely new level during the last years.

I asked my neighbor for his tripod and hope that I can do a photo shooting at the weekend.

So stay tuned ...
LoneStarr
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#22005
TileSystem 3.0 7 Years, 8 Months ago  
Does this mean if I get you the DOE WA drawings that I won't have to do the XML?
pfworks
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#22006
TileSystem 3.0 7 Years, 8 Months ago  
@pfworks:
If you do the drawings and post here when they are available on your web site, I will download them, adjust them if necessary and do the XML as well again.
I already resized the available MBS drawings lately but did not create any xml so far.

It may take several weeks from now until I finish new tile sets including xml files since I want to use the new features of TS 3.0 which implies some restructuring of the files. The new possibility to group the tiles should increase usability a lot.
LoneStarr
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#22007
TileSystem 3.0 7 Years, 8 Months ago  
By the way: I will also try to create some shots of the Medieval Furniture, Accessories and Magic Items sets this time (I wanted to do it last year but did not find the time do do it yet).
LoneStarr
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#22008
TileSystem 3.0 7 Years, 8 Months ago  
Very cool! You've helped to make mapping my dungeons and caverns much easier!

I thank you most humbly. :D
Kradlo
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Kradlo
Make Mine Master Maze!
 
#22009
TileSystem 3.0 7 Years, 8 Months ago  
TileSystem 3.02 release

I had a few feature requests and enhancements. Listed below.

Here is the new version:
members.cox.net/shawnriordan/TileSystem302.zip

Here is the new version of the Doom Tileset:
members.cox.net/shawnriordan2/Doom_Tilesets.zip

LoneStarr, I suggest you download the new doom tileset and examin it. I excersized a lot of the base tileset abilities. Also, I updated the help.txt file to describe the tileset XML objects in better detail.

New stuff in 3.02:

- Holding down the middle mouse button acts like the pan tool.

- Mouse scroll wheel has an "advanced" mode that zooms in and out, centering on the tile (or area) your mouse is hovering over. Inspired by the mouse wheel behavior in the video game "Supreme Commander". This feature is turned off by default. It can take some getting used to.

- Program doesn't steal input focus from other programs anymore

- tile panel scrolls with mouse wheel.

- TileTypes do not need to be numbered from 0 to [maxtypes] anymore. They can be arbitrary, but still unique, numbers.

- Can scale tiles and text.

- Can specify the color tint's alpha (amount to tint). From the color dialog box.

- larger undo history buffer.

- Improved base tileset functionality.

I also enhanced the "Knee Deep in the Dead" Doom scenario to excersize the tint and scale features. Click here to see what the editor can do, if you spend a lot of time on a map: (published at 50% zoom and 75% quality)
members.cox.net/shawnriordan/Knee%20Deep%20in%20the%20Dead.jpg
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Goblin
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#22010
TileSystem 3.0 7 Years, 8 Months ago  
Oops, I forgot to include the Doom scenario "Knee Deep in the Dead" with the Doom Tileset. It is in there now. It is also available for download by itself:

members.cox.net/shawnriordan2/Knee%20Deep%20in%20the%20Dead.ts
CRasterImage
Goblin
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#22011
TileSystem 3.0 7 Years, 8 Months ago  
aaaw! dammit man, you've done it.

I can't think anymore in planning an adventure without your wonderful tool. I've swallowed it, if you would stop giving it for free I would pay... argh...!

Aaaamaaaazing doom map!! o.O!!!
arsthein
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I want my DF Spiderweb Accesories Set!!! ^O^U
 
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