Tileset making tools by Jorzi

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Jorzi
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Tileset making tools by Jorzi

Post by Jorzi » 01 Apr 2013, 21:54

Ever tried to make a tileset? Sounds easy, right? Except you have to add a border area that gets cut away, and then you have to make 3 rescaled copies of every tile and put them in respective folders. Boring and tedious, why can't the machine do it by itself?

Well now it can, at least the rescaling part. I made a small java commandline app that autogenerates the size 64, 32 and 16 folders from the size 128 folder. I'm thinking of adding functionality so that it can generate borders also as well as possibly less hardcoding, maybe even a GUI :P

How to use?
1. place the .jar in its own folder
2. take your high-res tileset folder (its name should be tertilesc1hw-128, tertilesc2hw-128, or tertilesc3hw-128) and copy it into the same folder as the .jar. The images should be named tile-XX.png.
3. run the .jar from the commandline (the command should be "java -jar WZ_tileset_generator.jar" once you have navigated to the right folder)
4. new folders should appear containing downscaled images
Attachments
WZ_tileset_generator.zip
(2.36 KiB) Downloaded 170 times
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effigy
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Re: Tileset making tools by Jorzi

Post by effigy » 02 Apr 2013, 01:52

Sweet!
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241

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Berg
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Re: Tileset making tools by Jorzi

Post by Berg » 02 Apr 2013, 02:57

can it handle java -jar WZ_tileset_generator.jar (path to folder?)

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vexed
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Re: Tileset making tools by Jorzi

Post by vexed » 02 Apr 2013, 03:40

https://github.com/Warzone2100/warzone2 ... ap_tileset
(python)
Would work as well, since that is what we used to convert everything. :wink:
/facepalm ...Grinch stole Warzone🙈🙉🙊 contra principia negantem non est disputandum
Super busy, don't expect a timely reply back.

Jorzi
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Re: Tileset making tools by Jorzi

Post by Jorzi » 02 Apr 2013, 11:46

@Berg: Not yet, I just whipped it up in a few hours, got the basic functionality working and posted it here.
@Vexed: So there is a tool already? I tried asking around for stuff, but at least NoQ wasn't aware, and he's been doing some tileset stuff, especially with cliffs.

Anyway, what was the reason to switch to this format? Colour leaking from neighboring tiles? And why do we need the mipmaps to be custom generated? Can't it be done on the gpu? (once you have separate tiles you should be able to set the tile mode to extend for smooth border sampling)

Since there already exists another tool, I think i might take a look at developing that instead. My vision is a complete tileset editor, which also creates the necessary .txt and other data files, as well as the ability to load these things in flame. That will of course need some refactoring of how tilesets are currently handled. Does anyone have any plans about future developments in this area?
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Per
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Re: Tileset making tools by Jorzi

Post by Per » 02 Apr 2013, 12:43

I split the tiles because on-the-fly mipmap-generation results in lower quality results than premade mipmaps, as you can devote as much CPU time you want on the minimize algorithm, and do manual touch-ups as desired, then. The new map renderer came after I did that, and it is only used now for the decals. The whole map stuff is now a mish-mash of different ideas and an implementation in dire need of re-implementation. However, nobody is up for doing that now, as far as I know.

Jorzi
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Re: Tileset making tools by Jorzi

Post by Jorzi » 02 Apr 2013, 13:46

It's a bit messy but I still see potential in being able to use both traditional tilesets as well as larger ground textures in the same map. Still, with the current tilesets not making heavy use of alpha channels, it doesn't mix that well.
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