New Tiles for 2.3.x
- milo christiansen
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New Tiles for 2.3.x
I made a very simple replacement set of Arizona tiles from the master terrain textures but I so far only have 128x128 versions of each tile. Does anyone know of a good mipmap generator that will work for making the other resolutions needed?
Anyway here is a copy of what I have so far. The transition tiles are rather poorly done but if you squint a little you can imagine you are playing 3.0
Anyway here is a copy of what I have so far. The transition tiles are rather poorly done but if you squint a little you can imagine you are playing 3.0
- Attachments
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- New WZ Tiles.7z
- The new tiles. 128x128 only, sorry.
- (2.28 MiB) Downloaded 357 times
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual
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Re: New Tiles for 2.3.x
faster way is with irfan view.
Re: New Tiles for 2.3.x
bash/imagemagick solution: Here is the result packed as a mod:
Code: Select all
$ for i in 16 32 64; do mkdir -p tertilesc1hw-$i; for j in {01..77}; do convert -resize $i tertilesc1hw-128/tile-$j.png tertilesc1hw-$i/tile-$j.png; done; done
- Attachments
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- milo_tiles.wz
- (2.8 MiB) Downloaded 370 times
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Re: New Tiles for 2.3.x
If that's not the default, it should probably use "convert -filter Box...", since OpenGL (or at least Mesa) does the same. Also, GNU parallel can replace at least one of the for loops, to run as many processes as you have cores in parallel.
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Re: New Tiles for 2.3.x
Nothing to be ashamed of. Not everyone can be a born again Bash scripter
Re: New Tiles for 2.3.x
On the other hand, the lower mipmaps would probably look better with a gauss or mitch filter, or am I missing something here?
-insert deep philosophical statement here-
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Re: New Tiles for 2.3.x
Well, a box filter takes 2x2, 3x3... pixels and averages them, so you don't get any scaling artifacts that would break tiling. With the more fancy filters that's a risk, and you'd need to put one tile in a 3x3 pattern, filter that, take the center tile, and hope that this then tiles properly. But I forgot that we generously cut off tile borders anyway to prevent terrain seams, so the used algorithm doesn't really matter much.
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- milo christiansen
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- Posts: 749
- Joined: 02 Jun 2009, 21:23
- Location: Perrinton Michigan
Re: New Tiles for 2.3.x
And even if there are scaling artifacts did I mention that I made the transition tiles by layering the tiles in question and erasing the parts I didn't want, leading to really horrible results?
In general, if you see glowing, pulsating things in the game, you should click on them.
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