aquarius Posted January 9, 2010 Report Posted January 9, 2010 The only thing confusing about those ships is that the textures look strikingly simular to the VIE textures. Other than that, it's nothing IMO.I'm working on a Photoshop action that generates a tileset based off 1 vertical tile. I'm sure there is a much better way to generate a tileset in C or even Javascript. I know the mathematics involved with making a tileset but I don't know any programming. I hope someone that looks at my work here can figure out a much better 1 click tileset generator, or at least point me in the right direction (which language to use, which parts of the language to use and example usage to get me started) would be nice. Anyways, here are the brush presets for photoshop I use to make tilesets: (use them as pencil eraser) http://ssdev.hlrse.net/tileBrushes.abr Here is step1 and step2 of the action to generate a tileset: (step three is still giving me some trouble but produces the rest of the tileset along with diagonals) http://ssdev.hlrse.net/tileGen.atn Usage: (going to make a video when I have time) Make a new document with black background 256x256.Set grid to 16 with 16 subdivisions.Load tileGen brushes.Draw a vertical tile at the topleft of the document.Load and run step1 from tileGen action.Grab eraser tool in pencil mode and utilize them to trim the edges of the tiles. (if you can't figure it out, wait for video)Run step2. Working on step3.. It's giving me a small problem that I can't quite pinpoint the cause of. Quote
»Lynx Posted January 10, 2010 Report Posted January 10, 2010 I thought there was a tool in DCME that done it for you. Quote
Samapico Posted January 10, 2010 Report Posted January 10, 2010 I did that tool in DCME following his instructions, but according to him there was something wrong still Quote
aquarius Posted January 10, 2010 Author Report Posted January 10, 2010 The tool in DCME fails on any tile that isn't symmetrical. No shading. Test it out for yourself.. It'd be nice to get that fixed and maybe pull it out of DCME as it's own .exe.. It seems your generator simply takes half the tile and flips it around. If it were to take the whole tile and add a few exact cuts (see brushes), duplicate, move, and layer some elements; it would create great tilesets of any style and it would be simple after that to add support of 32x32 based tilesets. Quote
Samapico Posted January 10, 2010 Report Posted January 10, 2010 I just followed that photoshop tutorial, don't blame me Quote
aquarius Posted January 10, 2010 Author Report Posted January 10, 2010 Well.. I didn't flip/mirror anything in my video.. Your code flips/mirros.. So.. Yea.. Might want to try watching the video and coding it again? Quote
Dr Brain Posted August 19, 2013 Report Posted August 19, 2013 ... three and a half years later... Quote
aquarius Posted August 19, 2013 Author Report Posted August 19, 2013 Haha.. I gave Samapico the link in-game. This is a newer version of the tutorial. Much better quality, clearer instructions. But yea, one major bump. Quote
Samapico Posted August 20, 2013 Report Posted August 20, 2013 Did I end up fixing the generator in DCME? That was so long ago... Quote
aquarius Posted August 20, 2013 Author Report Posted August 20, 2013 (edited) Well Samapico, not really :/It WORKS as in it can mirror half a tile and create a decent tileset (but with no lighting/shading). The method I use above involves no mirroring, so half the tile can be one shade while the other half is another - giving the tileset lighting effects. You never used the method I use for DCME. If you watch the video's I'm sure you'll understand the geometry. It's pretty simple once you wrap your head around it. You can probably simplify it. Edited August 20, 2013 by Aquarius Quote
aquarius Posted August 20, 2013 Author Report Posted August 20, 2013 (edited) Here's an example. The red tiles on the left have shading / lighting effects. If I ran one of the vertical red tiles through DCME, it would give me a solid red block because DCME doesn't perform the geometry - it simply mirrors half of the tile. But the yellowish/greenish tiles on the right have no shading / lighting. If I ran one of the yellow vertical tiles through DCME, it would give me the same corner tiles you see here, because the yellow tiles are the exact same on both sides. http://subspace-continuum.com/shading.jpg This red tile below has shading, the right half of the tile is a slightly darker shade of red.http://subspace-continuum.com/haslight.png This yellowish / greenish tile below doesn't have shading. The right half is the exact same as the left half.http://subspace-continuum.com/nolight.png Make any sense? In my video tutorial I use a specific method that works on any vertical tile to create a tileset.2x2, 3x3, 4x4 tilesets (four tiles make up one vertical pipe) can also be created using the method in my video.DCME does not perform the geometric process as shown in my video, so it cannot handle shading. Or any other tile that isn't the exact same on both sides. Edited August 20, 2013 by Aquarius Quote
Drake7707 Posted August 21, 2013 Report Posted August 21, 2013 In case you wonder, this is the source of generating walltiles (well at least in the version I still have). It should be fairly straight forward what it does: It flips, mirrors, rotates, then takes the |\ and \¨| from the horizontal and vertical parts, and combine them for the corners Sub GenerateWallTile() Dim i As Integer Dim j As Integer Dim srchDC As Long Dim myDC As Long picgenWallTile.Cls srchDC = pictileset.hDC myDC = picgenWallTile.hDC 'Copy vertical tile BitBlt myDC, 0, TILEH * 1, TILEW, TILEH, srchDC, leftsel.Left, leftsel.Top, vbSrcCopy BitBlt myDC, TILEW * 2, TILEH * 1, TILEW, TILEH, srchDC, leftsel.Left, leftsel.Top, vbSrcCopy 'Rotate 90 BitBlt myDC, 0, 0, TILEW, TILEH, srchDC, leftsel.Left, leftsel.Top, vbSrcCopy Call RotateCW(myDC, 0, 0, TILEW) 'Spread the rotated tile BitBlt myDC, TILEW, 0, TILEW, TILEH, myDC, 0, 0, vbSrcCopy BitBlt myDC, TILEW * 2, 0, TILEW, TILEH, myDC, 0, 0, vbSrcCopy BitBlt myDC, 0, TILEH * 2, TILEW, TILEH, myDC, 0, 0, vbSrcCopy BitBlt myDC, TILEW, TILEH * 2, TILEW, TILEH, myDC, 0, 0, vbSrcCopy BitBlt myDC, TILEW * 2, TILEH * 2, TILEW, TILEH, myDC, 0, 0, vbSrcCopy 'Corners... 'Top-left For i = 0 To 15 BitBlt myDC, 0, i, i, 1, myDC, 0, TILEH + i, vbSrcCopy Next 'Top-right For i = 0 To 15 BitBlt myDC, TILEW * 2 + i, TILEH - i, 1, i, myDC, TILEW * 2 + i, TILEH * 2 - i, vbSrcCopy Next 'Bottom-left For i = 0 To 15 BitBlt myDC, i, TILEH * 2, 1, 16 - i, myDC, i, TILEH, vbSrcCopy Next 'Bottom-right For i = 0 To 15 BitBlt myDC, TILEW * 2 + i, TILEH * 2, 1, i, myDC, TILEW * 2 + i, TILEH, vbSrcCopy Next 'Center... BitBlt myDC, TILEW, TILEH, 8, 8, myDC, TILEW * 2, TILEH * 2, vbSrcCopy BitBlt myDC, TILEW + 8, TILEH + 8, 8, 8, myDC, 8, 8, vbSrcCopy BitBlt myDC, TILEW + 8, TILEH, 8, 8, myDC, 8, TILEH * 2, vbSrcCopy BitBlt myDC, TILEW, TILEH + 8, 8, 8, myDC, TILEW * 2, 8, vbSrcCopy 'T's 'Top T ¯|¯ For i = 1 To 7 j = 16 - 2 * i 'width to copy BitBlt myDC, TILEW + i, TILEH - i, j, 1, myDC, i, TILEH - i, vbSrcCopy Next 'Left T |- For i = 1 To 7 j = 16 - 2 * i 'height to copy BitBlt myDC, TILEW - i, TILEH + i, 1, j, myDC, TILEW - i, i, vbSrcCopy Next 'Bottom T _|_ For i = 1 To 7 j = 16 - 2 * i 'height to copy BitBlt myDC, TILEW + i, TILEH * 2 - 1 + i, j, 1, myDC, i, TILEH * 2 - 1 + i, vbSrcCopy Next 'Right T -| For i = 1 To 7 j = 16 - 2 * i 'height to copy BitBlt myDC, TILEW * 2 - 1 + i, TILEH + i, 1, j, myDC, TILEW * 2 - 1 + i, TILEH * 2 + i, vbSrcCopy Next 'Straights... 'Vertical BitBlt myDC, TILEW * 3, 0, 8, TILEH * 3, myDC, 0, 0, vbSrcCopy BitBlt myDC, TILEW * 3 + 8, 0, 8, TILEH * 3, myDC, TILEW * 2 + 8, 0, vbSrcCopy 'Horizontal BitBlt myDC, 0, TILEH * 3, TILEW * 3, 8, myDC, 0, 0, vbSrcCopy BitBlt myDC, 0, TILEH * 3 + 8, TILEW * 3, 8, myDC, 0, TILEH * 2 + 8, vbSrcCopy 'Single wall... BitBlt myDC, TILEW * 3, TILEH * 3, 8, TILEH, myDC, 0, TILEH * 3, vbSrcCopy BitBlt myDC, TILEW * 3 + 8, TILEH * 3, 8, TILEH, myDC, TILEW * 2 + 8, TILEH * 3, vbSrcCopy picgenWallTile.Refresh End Sub (yes I went digging into the code until I found it) Quote
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