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#11 |
Veteran
Join Date: Apr 2007
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At the moment, each lighting level has its own tile. We could use shading, but I'm not writing the code :P Plus, I think it's also a pretty good idea to give tile designers control over lighting levels.
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#12 |
Angband Devteam member
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Sure, that sounds sensible. It's not as if changing the lighting on the 2nd and 3rd sets of 16 is the same amount of work as creating the tiles in the first place.
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#13 |
Knight
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Another screenshot to see how the tiles are put together/grid placed over them.
I'll adress the replies in here as soon as I can, and I'm working on a less 3D'ish version now(for the wall tiles that is), to cut down on the number of tiles needed. I must say, I did not have the huge number of tiles in mind when I made this first tileset concept ![]() Question to the programmers though: "real building artwork" for the above village level, does that require alot of work to code into the game? I had tiles featuring walls/roof etc in mind for those. ![]() Last edited by Shockbolt; April 15, 2014 at 19:37. |
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#14 | |
Veteran
Join Date: Apr 2009
Location: Pisa / DL0
Posts: 1,027
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Quote:
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#15 | |
Knight
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Quote:
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#16 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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For what it's worth, I've done some work on faced wall tile generation. Here's one of the tilesets I made:
![]() That's 20 different tiles (there's 9 in that large center block) and it covers every combination I wanted for the project I was working on. Angband doesn't need the 45° sloped tiles, which brings you down to 16. Lighting should be handled through some kind of postprocessing filter that tints the tiles IMO. Probably you could get away with only rendering the faces of the walls, and using a procedural texture fill for the interiors; I've been meaning to give that a shot since it would have the added benefit of making the wall interiors less repetitive. Then you'd only need 12 images: four faces (north/east/west/south), 4 corners joining faces (northeast, northwest, southeast, southwest), and four corners that don't join faces (likewise). Probably you could get rid of the latter set of corners and bring it down to only 8 manually-created images. Though honestly, at this point I start recommending you just use OpenGL and 3D geometries that actually do what you're trying to simulate with 2D. |
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#17 |
Knight
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#18 |
Knight
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64 x 64 pixel tileset "V2.0".
This tileset has 2 types of walls and 2 types of doors, I'll explain my thoughts about them: Walls: There's now a solid wall for vertical walls and "fillings" between rooms/tunnels, the "south" end of this wall needs to end in a "3D-type" wall. "3D-type" walls are shown for horizontal walls and "south" corners. Doors: Horizontal doors are just 1 tile as shown in the concept,vertical doors need to be 2 tiles stacked vertically. As seen in the concept, the vertical door to the left is shown as open, the one to the right is closed. The vertical door should also have a version that is flipped 180 degrees. This should generate less work than my initial approach to the tileset...hopefully. I'm also thinking of creating different player tiles for when the player is standing in the doorway (some of the player being blocked by the wall/doorway), it shouldn't be too hard to add this feature to the game? ![]() Last edited by Shockbolt; April 15, 2014 at 19:38. |
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#19 |
Knight
Join Date: Sep 2010
Location: nimbin, australia
Posts: 546
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still looking good , ee!
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#20 |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 43
Posts: 1,517
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Indeed you're correct.
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Tags |
angband, graphic, graphics, tileset |
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