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Terrain validation #265
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I'm going to start compiling a list of conditionals and conventional names for each field unit and variation over the next month or so in an effort to improve usability of the terrain editor. I also plan to create SVG graphics for each unit as it would appear on the in-game map. |
I have already started a sheet with example tile sprites
https://docs.google.com/spreadsheets/d/12LOYvdpuKxqYc9cuDfMc3PawgVv8mFcOVn6x449kU9s/edit?usp=drivesdk
The name column is what the editor itself calls the tiles, you could make a
new column for each direction and a list of all compatible tile names
…On Sat, Feb 6, 2021, 7:01 AM Friedslick6 ***@***.***> wrote:
I'm going to start compiling a list of conditionals and conventional names
for each field unit and variation over the next month or so in an effort to
improve usability of the terrain editor. I also plan to create SVG graphics
for each unit as it would appear on the in-game map.
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<#265 (comment)>, or
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This is awesome work! I had actually planned to convert the top-down view of each tile model into SVG files and colour each material its associated map colour to simulate how they are shown in-game. However I do appreciate the notes you've wrote for each tile, that should speed up testing.
|
I did bitmap for ease of use. Initially I based it off a 3x3 gross for each
piece, but 4x4 looked nicer. Each square in the grid was cut into triangles
and then I colored them accordingly. I think I have a zip with the tiles
and template somewhere
The game treats the tiles as divided into 8 corners / sides, the numbers
represent how many sides/corners are land / water, I forget which. Also
note that some things are height specific, so a cliff cannot have a cliff
directly below it, it has to have some land / a cliff with double height
doesn't ender correctly it needs to be stepped
…On Sat, Feb 6, 2021, 6:45 PM Friedslick6 ***@***.***> wrote:
This is awesome work! I had actually planned to convert the top-down view
of each tile model into SVG files and colour each material its associated
map colour to simulate how they are shown in-game. However I do appreciate
the notes you've wrote for each tile, that should speed up testing.
I have already started a sheet with example tile sprites
https://docs.google.com/spreadsheets/d/12LOYvdpuKxqYc9cuDfMc3PawgVv8mFcOVn6x449kU9s/edit?usp=drivesdk
The name column is what the editor itself calls the tiles, you could make a
new column for each direction and a list of all compatible tile names
… <#m_-7401180610141069501_>
On Sat, Feb 6, 2021, 7:01 AM Friedslick6 *@*.***> wrote: I'm going to
start compiling a list of conditionals and conventional names for each
field unit and variation over the next month or so in an effort to improve
usability of the terrain editor. I also plan to create SVG graphics for
each unit as it would appear on the in-game map. — You are receiving this
because you authored the thread. Reply to this email directly, view it on
GitHub <#265 (comment)
<#265 (comment)>>, or
unsubscribe
https://github.com/notifications/unsubscribe-auth/AAGSARLFPFZ24NLMSJ2VBI3S5VDT3ANCNFSM4NMY4CLA
.
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If you want access to modify the sheet or make a copy to modify let me know
…On Sat, Feb 6, 2021, 6:55 PM Corgano ***@***.***> wrote:
I did bitmap for ease of use. Initially I based it off a 3x3 gross for
each piece, but 4x4 looked nicer. Each square in the grid was cut into
triangles and then I colored them accordingly. I think I have a zip with
the tiles and template somewhere
The game treats the tiles as divided into 8 corners / sides, the numbers
represent how many sides/corners are land / water, I forget which. Also
note that some things are height specific, so a cliff cannot have a cliff
directly below it, it has to have some land / a cliff with double height
doesn't ender correctly it needs to be stepped
On Sat, Feb 6, 2021, 6:45 PM Friedslick6 ***@***.***> wrote:
> This is awesome work! I had actually planned to convert the top-down view
> of each tile model into SVG files and colour each material its associated
> map colour to simulate how they are shown in-game. However I do appreciate
> the notes you've wrote for each tile, that should speed up testing.
>
> I have already started a sheet with example tile sprites
> https://docs.google.com/spreadsheets/d/12LOYvdpuKxqYc9cuDfMc3PawgVv8mFcOVn6x449kU9s/edit?usp=drivesdk
> The name column is what the editor itself calls the tiles, you could make a
> new column for each direction and a list of all compatible tile names
> … <#m_-5475150418673434755_m_-7401180610141069501_>
> On Sat, Feb 6, 2021, 7:01 AM Friedslick6 *@*.***> wrote: I'm going to
> start compiling a list of conditionals and conventional names for each
> field unit and variation over the next month or so in an effort to improve
> usability of the terrain editor. I also plan to create SVG graphics for
> each unit as it would appear on the in-game map. — You are receiving this
> because you authored the thread. Reply to this email directly, view it on
> GitHub <#265 (comment)
> <#265 (comment)>>, or
> unsubscribe
> https://github.com/notifications/unsubscribe-auth/AAGSARLFPFZ24NLMSJ2VBI3S5VDT3ANCNFSM4NMY4CLA
> .
>
> —
> You are receiving this because you authored the thread.
> Reply to this email directly, view it on GitHub
> <#265 (comment)>, or
> unsubscribe
> <https://github.com/notifications/unsubscribe-auth/AAGSARO6PBHKMGPUO2VRLKTS5XWFDANCNFSM4NMY4CLA>
> .
>
|
As i was cataloging the river / cliff tiles, it occurred to me it wouldn't be hard to also record a list of what tiles can validly be placed above / below / to the side of any other tile. For instance river7A is an inner corner of a river diagonal. if it is rotated with land on the bottom left, it can only have river5b, 7A, or 8A on the top and right side, and only with specific rotations. Same is true of the bottom and left sides needing a river tile with a bank, etc.
It could be possible to have each tile have to have a list of acceptable tiles(:rotations) that can be above, below, left and right. You can then have a validate button that checks the tile rules of all the tiles on the map, and then flags any invalid neighboring tiles.
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