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Image Templates
6 Attachment(s)
Below is a collection of the default image templates compiled by a few players and placed in a central location for a quicker search. They can also be found here
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could someone add the templates for both tileset types?
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http://wiki.graal.net/images/6/6c/Tiles_template.png Type 1 http://wiki.graal.net/images/5/50/Type1.png http://img260.imageshack.us/img260/5...ettemplate.png |
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Attachment 51007
This was generated via script, so there are no flaws, contrasting the original pics1 template that I made(that Aeko posted), which I did via personal knowledge of the tileset. |
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Not really needed but here
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Thanks Bell! :D
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I've asked to get this stickied, if anyone can think of other common templates, go for it.
Tileset templates were a really good idea. |
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man if this was the level section i would have stickied it..............................
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does anyone know the template/rules for creating GUI images? Couldn't seem to find anything on the wiki, and I'd hate to be constricted to the weird dimensions in guiblue_window.png
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For a long time Ruins has been using it's own GUI template, but its a waste of time consdering all the maths there is to do. We sure did it, but then we had to bring in some changes and had to re-calculate everything, so we ended up making our GUI fit the different guiblue templates. |
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http://forums.graalonline.com/forums...ad.php?t=86343 http://forums.graalonline.com/forums...ad.php?t=81591 |
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Here is pics1.png (in a PSD) with Photoshop guides implemented for easier selection of tiles, etc. Posting this for myself really so I don't lose it in the future. You may find some use in it yourself.
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And should I submit a better version of the Type1 template? |
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I guess I could have been attaching pictures rather than uploading them on photobucket first lol.. I suppose I will post the Photoshop zip in my type1 post. |
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Wow, I thought I posted this a long time ago.
This is my edit of the Type1, since I've seen so many different types of Type1 sets out there, and found them all pretty horrible. Why is mine better? The spots do exactly what my read-me says they do. (I've actually tested them.) There are double lines so you know you must put a tile on one part of the line... My first time with type1 I ended up having to shift everything up or down a pixel. Seriously, don't knock it until you've tried it. removetiledefs(); addtiledef("DavidKType1.png",this.level,1); You would have to create your own hammer script of course. level.tiles[]= ??; updateboard(); With the Zip, you get a PSD file that is probably formatted correctly, and you can turn off the background, letters, and spots. The read-me to what each letter does is also in there. Hopefully some people find this useful, I know I do. |
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