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  #1  
Old 01-11-2005, 01:46 AM
Shaun Shaun is offline
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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.
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  #2  
Old 01-11-2005, 05:43 AM
Eagle Eagle is offline
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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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  #3  
Old 01-11-2005, 09:08 AM
Snakeandy7 Snakeandy7 is offline
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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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  #4  
Old 01-11-2005, 10:40 AM
haro41 haro41 is offline
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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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Old 01-11-2005, 05:43 PM
Shaun Shaun is offline
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Quote:
Originally Posted by Snakeandy7
I really like that, Mabie area's what show under + over the player if you understand me.
Yeah, I thought about the drawing over idea, but that might involve too big a leap right away.

Quote:
Originally Posted by haro41
theres no need for commas. just use hexidecimal formation im sure that would be enough. and much cleaner too.
I'm not quite sure what you mean. Could you please give an example?

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.

Last edited by Shaun; 01-11-2005 at 06:02 PM..
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  #6  
Old 01-12-2005, 05:29 AM
haro41 haro41 is offline
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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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Old 01-12-2005, 05:31 AM
Shaun Shaun is offline
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Wouldn't letters already be used for animated tiles? Such as the flower
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  #8  
Old 01-12-2005, 05:33 AM
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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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Old 01-12-2005, 05:36 AM
Shaun Shaun is offline
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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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Old 01-13-2005, 12:52 PM
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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?
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  #11  
Old 01-13-2005, 05:15 PM
syltburk syltburk is offline
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Stefan why did you change your sig? I am very dissepointed at you.
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Old 01-13-2005, 11:01 PM
Evil_Trunks Evil_Trunks is offline
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Quote:
Originally Posted by Shaun
Wouldn't letters already be used for animated tiles? Such as the flower
animated tiles shouldn't require any annoying special stuff

they should just work when you addtiledef2 an animated image

Quote:
Originally Posted by Stefan
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?
What I think he is suggesting is something to completely change the layout of the tileset tile types using a script command or server option.

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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  #13  
Old 01-13-2005, 11:48 PM
Slash-P2P Slash-P2P is offline
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Quote:
Originally Posted by syltburk
Stefan why did you change your sig? I am very dissepointed at you.
I agree.


*wind of change it back*
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  #14  
Old 01-14-2005, 05:50 AM
haro41 haro41 is offline
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Quote:
Originally Posted by Slash-P2P
I agree.


*wind of change it back*

who cares. is it really that important to you?
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  #15  
Old 01-14-2005, 06:11 PM
TB3 TB3 is offline
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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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