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#11 | |
Angband Devteam member
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Your names don't follow a clear hierarchy though. Some start with a tile category - object, trap, terrain - others start with monster type. In order to code the recognition/loading of tiles properly, the name has to break down into elements: category_basename_name_number.png or something. Buzzkill is right that we could use subfolders instead of long names: lib/xtra/graf/64x64/objects/ with similar folders for monsters/ terrain/ artifacts/ misc/ etc. But we do need to separate different-sized tiles into different-sized folders. The game supports multiple tile sets, and the code needs to know what size it's loading (regardless of whether it then shrinks or stretches the tiles). @buzzkill: IIUC takkaria has long wanted to move to indexless edit files, so that they can be edited without breaking savefiles and without requiring any concomitant changes. If we use index numbers in tile names, they need changing every time they change in object.txt. I can't see any advantage in using them.
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#12 |
Knight
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I was not providing the "final" solution, merely adding fuel to the discussion-fire
![]() removing: terrain_ object_ monster_ weapon_ spell_ trap_ misc_ etc_ and instead just use the appropriate subfolders would work also. My only wish is that they/the tiles/the files should be easy to recognize and easy to alter/replace for non-programmers.
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#13 | |
Angband Devteam member
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Since all objects are in one edit file (object.txt), there's no point in having separate tile folders/types for weapons, armour, devices, scrolls etc. But OTOH it doesn't particularly hurt if you want to, as long as the folder/type names are as set out in object_base.txt
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#14 | |
Knight
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Yes, but you got my point didn't you. What I forgot to type was object_ infront of weapon_ , then again as I wrote earlier, I was not providing a final solution.
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#15 |
Angband Devteam member
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Of course - but since you're the guy who gets to choose how your tiles are organised in folders, I just wanted to make sure you didn't end up with something we couldn't use!
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#16 | |
Knight
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Main folders: Shockbolt_64/ Shockbolt_32/ Then the subfolders would be the same for both: Objects/ potion_ weapon_ armor_ helmet_ shield_ food_ drink_ lightsource_ scroll_ ring_ amulet_ cloak_ Terrain/ wall_top_ wall_bottom_ wall_vertical_ floor_ door_vertical_ door_horizontal_ stair_up_ stair_down_ shop_door_ Shops/ Graphics for the various shops on lvl 0 Spells/ bolt_ bolt_lightning_dir1_ (directional bolt that travels from 9 to 1) bolt_lightning_dir9_ (directional bolt that travels from 1 to 9) ball_ ball_mana_1_ Traps/ spell_ acid_ physical_ physical_pit_ UI/ files for future UI graphics Monsters/ dragon_ humanoid_ spiderkin_ undead_ unique_ Player/ dunadan_male_fighter_ elf_female_mage_ Misc/ If anything I have not included everything, on purpose, but these examples would be something to improve upon.
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http://www.rpgartkits.com/ Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website. Last edited by Shockbolt; November 4, 2011 at 12:14. |
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#17 | |||
Angband Devteam member
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Looking at object_base.txt:
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#18 |
Knight
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kk...I'll leave the rest up to you guys and keep pumping out tiles here myself
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#19 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Buzzkill: index numbers are bad because they mean reordering the list is a major pain. For example, monster.txt is mostly in order of increasing monster level, with townspeople at the beginning and Morgoth...not quite at the end, because new monsters got added and rather than reorder the entire list so they'd be at the right place, they were just tacked onto the end where there was room for them.
It's like how BASIC's enforced code line numbers were bad; any time you want to insert something into the middle, you have to push everything else down. |
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#20 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 58
Posts: 9,561
Donated: $60
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I have started a list of the distinct tiles needed for FAangband (and Beleriand) here.
There are a few relevant comments about FA which may affect tile drawing:
I think number 3 is trickiest to deal with - as a mainly ASCII player, I haven't really let it concern me much...
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Tags |
64 x 64, angband, faangband, graphics, tiles |
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