brand new tiles + DOWNLOAD!

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mirecek
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brand new tiles + DOWNLOAD!

Post by mirecek » Mon Oct 18, 2010 6:56 pm

Hello,

I am tinkering with some new tiles, and one thing bothers me a lot. Image is better than 100 words, so here it is:

*uploaded image expired

numbers 0,1,2,3 represent each tile. (tiles have the same main index and each has unique sub index) Transition 2+3 looks perfect, but transition 1+2 breaks light effects like that. I am unable to find out why is that happening. I have checked the dt1 and the images are not overlapping (!)

Thanks for any help with this.

edit: solved, changed title, added download links






Image

Image

Image
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walls.rar
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spaceship.zip
(33.48 KiB) Downloaded 103 times
warrior.zip
(27.61 KiB) Downloaded 104 times
Last edited by mirecek on Sat Aug 04, 2012 12:51 am, edited 3 times in total.
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Re: brand new tiles + lightning

Post by Necrolis » Mon Oct 18, 2010 7:10 pm

Check that the 'blocks light' tile flag is not set
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Re: brand new tiles + lightning

Post by PureRage » Mon Oct 18, 2010 7:15 pm

transition 3-4 is doing the same thing incase you missed it too btw.
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Re: brand new tiles + lightning

Post by Paul Siramy » Mon Oct 18, 2010 8:34 pm

what DT1's orientation did you choose for each of these tiles ? And can you provide a screenshot of the walls in the ds1 editor (with the grid on them) ? I'm curious to know where are the borders of each tile.

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Re: brand new tiles + lightning

Post by mirecek » Mon Oct 18, 2010 9:19 pm

I have standard floor flags for walls (07) and 00's for the rest

07 07 07 07 07
00 00 00 00 00
00 00 00 00 00
00 00 00 00 00
00 00 00 00 00

etc...
This should be good because I took existing walls from barracks.

PureRage" wrote:transition 3-4 is doing the same thing incase you missed it too btw.
Yes. Transition 3+4 suffers too. When I find out how to cure it, I will repair all of them
Paul Siramy" wrote:what DT1's orientation did you choose for each of these tiles ? And can you provide a screenshot of the walls in the ds1 editor (with the grid on them) ? I'm curious to know where are the borders of each tile.
I am using the same orientation for all of them (orientation = 2)

What is the difference in using orientation / direction in .ini? Looks like the root of that evil lies in those settings.

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Re: brand new tiles + lightning

Post by Paul Siramy » Mon Oct 18, 2010 11:58 pm

Thanks for the screenshot, it's showing exactly all that I wanted :)

I didn't gone far with dt1 replacment tests, but if I'm correct the problem lies in that your walls are in both left and right half-side of a tile. Here's a very (very !) old example :

Image

This wall tile taken from the game is almost the same as yours, but the pixels were cut differently : there are pixels only in the right side, none of the left side (except on floor).


Another example, that show links of such wall tiles :

Image

Get the pattern ? The walls fit together with a vertical separation between them that is exactly on the half of the width of a tile.

If you want, here's a technical documentation about the DT1 format : http://paul.siramy.free.fr/_divers/dt1_doc/
You'll have an explanation of the Orientation, among other things, and some sample of how the tiles are made given an orientation.


EDIT : I'm not 100% sure the problem lies only with your pixels separation, so just make quick tests on few tiles first, to see if that solves your problem.

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Re: brand new tiles + lightning

Post by Necrolis » Tue Oct 19, 2010 9:03 am

Paul Siramy" wrote:If you want, here's a technical documentation about the DT1 format : http://paul.siramy.free.fr/_divers/dt1_doc/
I have info on parts of the headers listed as "unknown" in that doc if your interested(I probably posted it somewhere too)
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Re: brand new tiles + lightning

Post by mirecek » Tue Oct 19, 2010 5:47 pm

Paul Siramy" wrote:I'm not 100% sure the problem lies only with your pixels separation, so just make quick tests on few tiles first, to see if that solves your problem.
Paul, you are true hero! TYVM!
The pixel separation in fact does not matter. Maybe they had painted whole walls and rest, and then, using some tool they had to crop it like that. To fix this thing, it was just about settings direction and orientation. The link you have provided contains the information needed to make the walls correct. yay! :)

Necrolis" wrote:I have info on parts of the headers listed as "unknown" in that doc if your interested(I probably posted it somewhere too)
Did not searched for it, but any more info would be welcome.
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Re: brand new tiles + lightning (solved)

Post by nightshade00123 » Tue Oct 19, 2010 8:01 pm

Man that looks good bro.

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Re: brand new tiles + lightning (solved)

Post by inferno-hero » Wed Oct 20, 2010 2:04 am

nightshade00123" wrote:Man that looks good bro.
i agree
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Re: brand new tiles + lightning (solved)

Post by mirecek » Thu Oct 21, 2010 10:37 pm

Thanks.

I am going to expand the tileset with more walls and floors. Then, maybe I will relase them for free use (not sure atm). For now, they are part of my test project. I was very disappointed when I saw that Volf is retiring (best wishes in future, Volf!) so after some time I took the tiles and started working on someting again.

short video montage containing the tiles and something more :cool:
http://www.megaupload.com/?d=CJSV3EEK
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Re: brand new tiles + lightning (solved)

Post by EmaStergam » Thu Oct 21, 2010 10:50 pm

Well done !
Good music in background too, remind me on JaggedAlliance 2 :) ( don't know why :( ).
Is that part of some bigger project or just playing with tiles?

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Re: brand new tiles + lightning (solved)

Post by inferno-hero » Fri Oct 22, 2010 1:06 am

wow that is very nice looking. it reminds me of AVP. and nice shotgun by the way :)
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Re: brand new tiles + lightning (solved)

Post by mirecek » Fri Oct 22, 2010 12:56 pm

@music: The Thing (google it or youtube)
@tiles: looks like bigger project


I am going to re-make few basic items with RuneLabeler (hidden advertising ;) ) so I can finally send my report. The Users Guide looks very good (as always) and is easy to understand. Would be difficult to add feature "custom text to item image" besides the numbers?


The eggs are modified unused vines animations (without vines, obviously)
Currently browsing the infinitum for something vile and scary. :twisted:
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Re: brand new tiles + lightning (solved)

Post by inferno-hero » Sat Oct 23, 2010 2:24 am

i wish the max pixel limit for animations would be larger than 255.
cuz scary to me would be a GIANT monster coming out of nowhere!
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Re: brand new tiles + lightning (solved)

Post by nightshade00123 » Sat Oct 23, 2010 4:36 am

That's amazing. I like the alien environment, too bad there wasn't some alien like creatures similar to like in the aliens movies in infinitum. That would be awesome to see the full grown aliens come running at you in swarms stabbing at you with their tail knife.

Looks like you have similar taste to mine, I like dark and scary with evil music and sounds kinda like a foreboding of evil things to come. :twisted:

The music fit perfectly with the alien environment as well.

Good job!

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Re: brand new tiles + lightning (solved)

Post by EmaStergam » Sat Oct 23, 2010 11:52 am

mirecek" wrote:Would be difficult to add feature "custom text to item image" besides the numbers?
Ahh its hard question :( basically because making 30 latter in 8x4 can be pain in ass. But ill add prefix and suffix as image so it will help a lot. If you wana any further info or any suggestions post it on viewtopic.php?f=7&t=56786 simple to reduce off-topic posting.

ah forgot to mention that i like mods thats oriented to surviving, not to cleaning levels so this concept "run!, man with a gun!" ( me™ :) ) might be good for me :D.

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Re: brand new tiles + lightning (solved)

Post by mirecek » Wed Oct 27, 2010 9:33 am

After some time I have finished my set of wall tiles. Preparing them for plugin :roll:
(I hope this will not endanger the developement of LOT.revival when lots of alien levels will pop out after relasing this)

tiles done:
wall left / wall right / door metal closed left / door metal closed right / creepy wall left / creepy wall right / gate open left / gate open right / hole in wall left (good for warps into hidden levels or rooms )/ hole in wall right / collumn big wall / collumn medium steel / elevator closed right / elevator open right (for level entrance/exit)


It still needs to reorganise indexes to standard walls, doors closed, doors open,... but the tiles are working regardless that fact. Work continues on various floor tiles.
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Re: brand new tiles + lightning (solved)

Post by Necrolis » Wed Oct 27, 2010 10:38 am

inferno-hero" wrote:i wish the max pixel limit for animations would be larger than 255.
cuz scary to me would be a GIANT monster coming out of nowhere!
use the components 8x256 ;)
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Re: brand new tiles + lightning (solved)

Post by mirecek » Wed Nov 03, 2010 6:02 pm

FINALLY!

Download for alpha version here


The tiles are still not sorted by type and looks (why wasting time? They are only few so you cannot get lost in about 20 images) because later I was focusing on floors and another type of walls (also in the plugin - at the end 2 gray walls)


If you use this plugin, do not be afraid to join the discussion. Any opinion or critique is welcome.
(there are some weak spots, another version depends on feedback, and so on... blah blah... formality stuff ;) )
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Re: brand new tiles + DOWNLOAD!

Post by PureRage » Wed Nov 10, 2010 7:36 am

Just had some spare time to try out your tileset. First impressions, really nice work! It's a huge shame they don't fit in with the theme of my mod as I'm really in need of a couple of new tilesets.

Looking forward to the next version to try out :)
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Re: brand new tiles + DOWNLOAD!

Post by kidpaddle94 » Fri Nov 19, 2010 7:55 pm

completely awesome!

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Re: brand new tiles + DOWNLOAD!

Post by mirecek » Tue Dec 07, 2010 10:32 pm

A little update.

Last month I had no time for playing with this, but I rather post it and finish the relase with floors too.
Maybe someone will find interest in refilling the remaining "old ones" (see in dt1) or wait till I add another ones for my needs. I am not abandoning the tiles, I just feel good to share my experience and work.

In addition to standard floor tiles, I have added 3 special tiles for second layer ;)
I have found very interesting to add tiles like those three, because they can be used on any floor, letting the modmaker to create unique combinations.

the link for wall tiles is in my previous post, checked it today, still working



work on LOT_R continues ofc!
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NEW_floor.zip
alien tileset - floors
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Re: brand new tiles + DOWNLOAD!

Post by Touljo_ForTheHorde » Sun May 29, 2011 11:02 am

Hello!

Is there a working downloadlink? This one in this topic is broken...

Would be nice to get that pretty awesome tileset.

Greetz

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Re: brand new tiles + DOWNLOAD!

Post by mirecek » Sun May 29, 2011 6:14 pm

attached to post. damn sendspace..

also, deleted image from archive to keep size under 1/4kb
preview - http://i54.tinypic.com/2z5qa0o.gif
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