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Tileset properties
Currently, there are two sets of tileset properties, an older one and a newer one.
By a set of tileset properties, I mean the orientation of the tiles (ie which tiles act as chairs, which act as blocking, which act as non-blocking, water, lava, etc.). Currently, playerworlds have to conform to a Graal standard. I would request that it is possible to make new tileset properties sets. An example of the scripting may look like: addtiledef tileset.png,level.nw,tilesetprop.txt; Where tilesetprop.txt would be a file containing the information that would designate each tile a property. tilesetprop.txt may look like this: 0,0,1,2,3,1,2,0,0,1,2,4,5,6,9,2 ... 2,2,1,6,1,2,1,5,8,1,3,5,6,3,1,2 ... Where each number represents a property and each line represents a horizontal line of the tileset. A possible scenerio for what the numbers may represent: blocking: 0 non-blocking: 1 deep water: 2 shallow water: 3 sitting: 4 bed: 5 swamp: 6 deep lava: 7 shallow lava: 8 hurting ground: 9 animated: 10a (10b,10c,10d,10e ... range of letters determines range of frames) or any other number 10 or above, where a letter represents a frame. Anything I miss? Input please. Hopefully this can be implemented soon, adding on to Graal's already staggering customizability, it's strongest point. |
Good idea as it may not be as confusing like when useing a blank template if you make the template yourself.
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I really like that, Mabie area's what show under + over the player if you understand me.
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theres no need for commas. just use hexidecimal formation im sure that would be enough. and much cleaner too.
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EDIT: I forgot bushes, stones, and signs. I'm sure if this idea is actually looked at, that bomber already has his own already-coded format anyways, based on Graal's already existing format. These are just suggestions to give examples. |
in hex the numbers 0-9 are represented normally as 0-9. but from 10-16. they are represented as the letters A-F. so 15 in hex is E
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Wouldn't letters already be used for animated tiles? Such as the flower
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I am not sure if it would be really good, it is better if you use the new tileset format where you have different areas for different type of tiles. If you would like to change the tiletypes of existing tilesets then you would need to define 2048 values by script (since it must be secure, so it must be put in a weapon script), which is not really simple.
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The current existing tileset formats may be limitting to some developers. I am not sure what you mean when you say "weapon script", unfortunately. Does a tileset have to be a specific size?
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Tilesets are 2048x512 pixels and contain 4096 tiles.
With weapon script i mean you would need to put the scripting command to set the tile types in a weapon script because it would need to be done on clientside. What is the problem with the new tileset formats exactly? |
Stefan why did you change your sig? I am very dissepointed at you.
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they should just work when you addtiledef2 an animated image Quote:
like say you make this command for Graal: loadnewtilesetformat file.txt; where file.txt contains an array of the hex numbers corresponding to different tile types |
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*wind of change it back* >_< |
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who cares. is it really that important to you? |
I know we havesomething to get tiletypes from a setshape2 but we need something to get the tile type from in level IE tilestype[x,y] would be equal to the values allready defined IE 22 blocking 3 chair ect...
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