Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Customs Tiles

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the West >> Scenario Design and Modding >> Customs Tiles Page: [1]
Login
Message << Older Topic   Newer Topic >>
Customs Tiles - 8/8/2015 1:10:24 PM   
NickGen


Posts: 128
Joined: 11/2/2007
Status: offline
Hi,
I planned to create a new set of terrains tiles.
I'm looking for directions, help, on the functioning
of the terrain tiles system ...
Some of you have they already immersed in the map engine?

NickGen

_____________________________

Nick
Post #: 1
RE: Customs Tiles - 8/8/2015 2:12:51 PM   
RedLancer


Posts: 4314
Joined: 11/16/2005
From: UK
Status: offline
Go to the editor, load generic data and go to the map.

Press the ` key. Click on TILE in the top left corner. That shows you the screen which controls the hex art.
The possible art is in the right hand column.

So if you have created a new tile and it's in the right folder you should be able to find it.

If you need more help then post below.



_____________________________

John
WitE2 Asst Producer
WitE & WitW Dev

(in reply to NickGen)
Post #: 2
RE: Customs Tiles - 8/8/2015 2:22:34 PM   
NickGen


Posts: 128
Joined: 11/2/2007
Status: offline
thank you,
I'll check it out ...
I feel that this is a rather complicated system ...
but it should not be a problem, it's my job.

NickGen

_____________________________

Nick

(in reply to RedLancer)
Post #: 3
RE: Customs Tiles - 8/13/2015 11:19:58 PM   
geozero


Posts: 1886
Joined: 5/22/2002
From: Southern California, U.S.A.
Status: offline
Didn't want to start another thread but I am also interested in tweaking the tiles and look.

I see where all the tiles are at and that they are TGA files. A couple of questions:

1) It appears that there is one larger "map" under all those tiles in the game which allow for the actual coastline to be shown. Where is that image file?

2) Does anyone know of a TGA batch program that would allow changing colors, saturation or contrast as a batch rather than trying to do that on every individual file?


3) Question for the Devs... why did you use TGA files instead of say... png?




_____________________________

JUST SAY NO... To Hideous Graphics.

(in reply to NickGen)
Post #: 4
RE: Customs Tiles - 9/25/2015 2:28:40 PM   
chemkid

 

Posts: 1238
Joined: 12/15/2012
Status: offline
.

< Message edited by chemkid -- 4/25/2018 7:34:14 AM >

(in reply to geozero)
Post #: 5
RE: Customs Tiles - 9/25/2015 5:34:20 PM   
Helpless


Posts: 15793
Joined: 8/27/2004
Status: offline
All tiles are located under \dat\art\tiles. Naming follows terrain name - CLEAR, WOODS, SWAMP, etc.

_____________________________

Pavel Zagzin
WITE/WITW/WITE-2 Development

(in reply to chemkid)
Post #: 6
RE: Customs Tiles - 9/25/2015 5:37:33 PM   
Helpless


Posts: 15793
Joined: 8/27/2004
Status: offline
quote:

1) It appears that there is one larger "map" under all those tiles in the game which allow for the actual coastline to be shown. Where is that image file?


Coastlines are drawn one by one. There is no one coastline image.

quote:

3) Question for the Devs... why did you use TGA files instead of say... png?


It is hard to find and ask who chose it.

_____________________________

Pavel Zagzin
WITE/WITW/WITE-2 Development

(in reply to geozero)
Post #: 7
RE: Customs Tiles - 9/26/2015 7:25:00 AM   
chemkid

 

Posts: 1238
Joined: 12/15/2012
Status: offline
.

< Message edited by chemkid -- 4/25/2018 7:34:08 AM >

(in reply to Helpless)
Post #: 8
RE: Customs Tiles - 6/27/2016 8:35:28 AM   
Redmarkus5


Posts: 4456
Joined: 12/1/2007
From: 0.00
Status: offline
Why is it necessary to use the Editor at all? If I edit the original TGAs, keeping their original names, and then install them as a MOD folder using JSGME, the game should read the new TGAs as if they were the old ones, right?

_____________________________

WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2

(in reply to chemkid)
Post #: 9
RE: Customs Tiles - 6/27/2016 4:31:15 PM   
RedLancer


Posts: 4314
Joined: 11/16/2005
From: UK
Status: offline

quote:

ORIGINAL: redmarkus4

Why is it necessary to use the Editor at all? If I edit the original TGAs, keeping their original names, and then install them as a MOD folder using JSGME, the game should read the new TGAs as if they were the old ones, right?


That would work but it involves a lot of art as many features have numerous tiles. Were you, for instance, starting from scratch you could reduce the number of base tiles by standardising and adjust the hex art data file in the editor to compensate. It really depends on what you are planning to do.

_____________________________

John
WitE2 Asst Producer
WitE & WitW Dev

(in reply to Redmarkus5)
Post #: 10
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the West >> Scenario Design and Modding >> Customs Tiles Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.828