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TileSystem 3.0
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TOPIC: TileSystem 3.0
#22012
TileSystem 3.0 7 Years, 9 Months ago  
Thanks! That glow effect took a long time to construct and isn't very practical. But it was a fun excersize. :-)
CRasterImage
Goblin
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#22013
TileSystem 3.0 7 Years, 9 Months ago  
Just downloaded everything and quickly checked it out.
I activated the drawtime (still using opengl rendering) and it says 0ms and sometimes 16ms even with a larger map, so the drawing is very fast.
LoneStarr
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#22014
TileSystem 3.0 7 Years, 9 Months ago  
Short Update:
The photos and their post-processing is done. Next step will be the new XML.
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#22015
TileSystem 3.0 7 Years, 9 Months ago  
Great work Everyone!!! More time to browse the DF website now to buy new toys to use my new software tool. The cycle is complete.
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We Search our whole life never finding what we were searching for...
Over 143 Sets (Expanding), 300+ Loose Pieces (Expanding), 11,000 plastic figures (Expanding), 1,000 metal figures (350 actually painted)
 
#22016
TileSystem 3.0 7 Years, 9 Months ago  
@:CRasterImage:

Just a question about the new types and the sort attribute:
Does this mean that the draw order is now only determined by the sort attribute, so that I can freely choose the types for grouping the tiles, or do I still have to carefully choose the type sequence, because it still influences the draw order?
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#22017
TileSystem 3.0 7 Years, 9 Months ago  
If you give the tiles a sort value, then the TileType value is not connected to draw order in any way. You are free to declare any and all TileTypes you see fit. The main use of the TileType value is to group tiles in the tile panel in the editor.

TileType numbers do not have to be defined in consecutive order, nor do the numbers have any significance, other than to make the TileType unique.

Sort numbers do not have to be consecutive. You can use 5, 10, 15 etc... if you wish. Though the numbers are significant in the sense that they indicate the order things get drawn in. The numbers cannot be negetive, so it would be a good idea to use numbers starting at 10 and go up from there. Leave some space between each sort level. That way, there is room to insert other things later, if you think of them.

Be sure to play with the latest version, including the latest version of the Doom tileset:
members.cox.net/shawnriordan/tilesystem.htm

I did some funky things with how the doom tileset is broken up into a series of smaller tilesets. I did this because I think the DwarvenForge tileset could be done in a similar fashion. Perhaps each subset could be a different DF boxed set and treated in a similar fashion.
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#22018
TileSystem 3.0 7 Years, 9 Months ago  
Thanks CRasterImage, that sounds good and confirms what I found out during playing around with the new Version today. I already defined a file with type definitions (currently representing the groups I used for the directories structuring the images). Regarding the sort values I started with the suggested values you provided in an earlier post. But I think in order to leave some more room for future extension I might spread the values a little, e.g.

10: ground tiles (Floors, Passages, ...)
20: structure objects (Pillars, Stairs, Cavern Walls, Ramp, ...)
30: doors
40: larger objects (5 Ton Block, Boulder, ...)
50: medium objects & items (Tables, Chairs, Beds, ...)
60: small accessories 6 items (Piles, Urns, Sacks, Scrolls, ...)
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#22019
TileSystem 3.0 7 Years, 9 Months ago  
The Type Definition File currently looks like this:

Code:

<?xml version="1.0" encoding="UTF-8"?>
<TileSet xmlns="tileset" version="1">

<!-- ====================================================
     =========   Declare MasterMaze tile types  ========= 
     ==================================================== -->
   
<!-- Fantasy type categories -->       
<TileType type="0">Fantasy Floors & Walls</TileType> 
<TileType type="1">Fantasy Passages</TileType>
<TileType type="2">Fantasy Special</TileType>
<TileType type="3">Fantasy Halves</TileType>   
<TileType type="4">Fantasy Narrow Passages</TileType>
<TileType type="5">Fantasy Traps</TileType>  
<TileType type="50">Fantasy Accessories</TileType>   
   
<!-- Den Of Evil type categories -->
<TileType type="100"><a href='jumpto.php?Den of Evil' title='More about Den of Evil ...' class='wrapped_url'>Den of Evil</a> Floors & Walls</TileType> 
<TileType type="101">Den of Evil Passages</TileType>
<TileType type="102">Den of Evil Special</TileType>
<TileType type="150">Den of Evil Accessories</TileType>
   
<!-- Cavern type categories -->
<TileType type="200">Cavern Floors & Walls</TileType> 
<TileType type="201">Cavern Passages</TileType>
<TileType type="202">Cavern Special</TileType>
<TileType type="203">Cavern River & Lake</TileType>
<TileType type="250">Den of Evil Accessories</TileType>

<!-- Medieval Building type categories -->
<TileType type="300">Medieval Building Floors & Walls</TileType> 
<!--<TileType type="301">Medieval Building Passages</TileType> This type does not exist (yet). -->
<TileType type="302">Medieval Building Special</TileType>
<TileType type="350">Medieval Building Accessories</TileType>
         
<!-- Accesories type categories -->
<TileType type="1000">Medieval Furniture</TileType>
<TileType type="1100">Dungeon Accessories</TileType>   
<TileType type="1200">Treasure & Magic Items</TileType>
      
</TileSet>

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#22020
TileSystem 3.0 7 Years, 9 Months ago  
Looks good so far. One thing you might note from the Doom tileset is that each subset includes the TileType definition at the top of it. That way, if you don't include the subset in the main tileset, then the tile panel doesn't bother creating a catagory button either. (Because, by not including the subtype tileset, the TileType wasn't defined, so no button is created for it.)
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#22021
TileSystem 3.0 7 Years, 9 Months ago  
Well, I am not yet sure if I leave the types in the extra file or if I might move the definitions to the set files (like in the doom sets).
My plan was to include the type definition file in the photo set and in the drawing set as well, so that the type definitions are the same for both variants.
I also planned to give up the possibility to use the single set files standalone, since it should be no problem for anyone to comment out or delete the set includes from the main files. As a consequence I also plan to provide fewer download packages this time (TileSet and MFC (both for convenience); a drawings package and a photos package, like the doom package; the 'give me all'-Pack).

The current status is:
Fantasy photo set is converted to use the new features and seems to work fine.
DoE is also converted and the first new tiles from the WA set have been added.
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#22022
TileSystem 3.0 7 Years, 9 Months ago  
Well I tried the variant with the type definitions in the subset files and I think it might be more useful for the MM sets too. This way it's much easier to remove sets one does not own from a customized tile set. Since I usually derived the photos sets from the drawings sets (and this time I'll do it the other way around) there is not so much need for a common type definition file, since the definitions will be copied to the other variant anyway.
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#22023
TileSystem 3.0 7 Years, 8 Months ago  
I finished a first release of the new Tile Sets for Tile System 3.x a couple of days ago, but there was a problem with the CMS-Template for the new page, so it has not been deployed until today.
That problem has been fixed now and so you can find the new packages here now:

www.muinimula.de/Muini/de/2nd/tools/mastermaze/Tilesystem-3_x.html

Cunrrently there is an all in one package, including everything (Tile System 3.04, drawings, photos, tile set definition files) and an additional package with Tile Set files containing my own tile counts (you do not need this one, it is intended for use in our own RPG groups).

It contains the MBS and the DoE WA sets (the latter one with photos only so far, which are also used in the drawings files). Furthermore the Medieval Furniture, Dungeons Accessories and Treasures & Magic Items sets are now included for those who like a little bit more 'decorations' or just to mark places where e.g. treasure lies around.

Now have fun and report any bugs, suggestions, etc. here again ...
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