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Re: How we might achieve all tilesets at once ..

Posted: 02 Jul 2012, 10:46
by NoQ
FlaME would still need an update to actually use the new renderer (:

Re: How we might achieve all tilesets at once ..

Posted: 04 Jul 2012, 16:51
by Andrie
NoQ wrote:To make amazing maps! :D
Yes to make it amazing! :wink:

Re: How we might achieve all tilesets at once ..

Posted: 04 Jul 2012, 19:09
by Goth Zagog-Thou
Flail is on the job now. :D

Re: How we might achieve all tilesets at once ..

Posted: 05 Jul 2012, 13:30
by NoQ
Goth Zagog-Thou wrote:Now to solve the cliffs problem.
Figured it out. The problem is that the cliff tile names are hard-coded for every tileset in determineGroundType() in map.cpp. I believe this function needs to be fixed to have a look at tile types rather than at terrain type names. This will also improve the looks of concrete walls in urban campaign/skirmish.