we definately have much more than a week up our sleeves,
i am looking forward to the new tile sets and maps,
from your reports it sounds like we are going to be in heaven when we get them
cheers,
B.
we definately have much more than a week up our sleeves,
i am looking forward to the new tile sets and maps,
from your reports it sounds like we are going to be in heaven when we get them
cheers,
B.
The winds that blows -
ask them, which leaf on the tree
will be next to go.
I've completed texturing and applying the Japanese models to 96 of the original STW maps. These are the original province maps, and some of the custom maps. I have 5 more to do. There were 25 castle maps in original STW, and I'll be working on these next. After that, I'll do a few of the large custom maps from Warlords Edition that proved to be popular with the players. The summer tileset is final for these maps (it took considerable time to come up with the tile moves and rotations that mapped onto the original maps), and all I have to do is apply the same tile moves and rotations to the winter set. I'll then make a package of the maps and the two tilesets. This would be usable in the STWmod campaign with renaming of the maps to MTW/VI conventions.
After this comes the big job which is retexturing the MTW/VI maps with this tileset. The mapping is not good at all, although the trees are correct which is a big help. My initial strategy will be to do a couple of maps from each category so you can at least play the campaign by duplicating these maps as many times as necessary with the appropriate names. Gradually, over time this set can be filled out. I'd also like to get some of the large custom MTW/VI maps we use in MP into this initial set.
Tiles can be added to the tileset, and it won't affect the maps I'm doing. I'll take a look at the MTW/VI textures, but my feeling right now is that they won't look right against the STW textures and color matching will be a problem unless they are modified.
_________Designed to match Original STW gameplay.
Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2
There is a problem with the tileset distributed with STWmod beta_7 that will have to be corrected. This is going to involve relocating about 10 tiles within the tileset, and then retexturing the affected maps.
Certain tile positions have an impassable terrain attribute attached to them which is activated when the terrain has a gradient greater than some value. STW and MTW do not identify the same tile positions with this impassable atttribute. In the beta_7 tileset, cliffs are passable and hills with the worn grass texture are not. This should be reversed, and I can fix it by moving some tiles around.
_________Designed to match Original STW gameplay.
Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2
Ah, crap.Originally Posted by Puzz3D
![]()
How many maps are affected?
So we'd need to upload the affected tiles and maps and we're set, right?
No need for a new major install?
Did you know this?:
I guess a limit of 256 tiles is reasonable to assume.Originally Posted by Antalis::
That gives us space for 75 tiles.
How many Shogun tiles do we need?
R'as
![]()
Singleplayer: Download beta_8
Multiplayer: Download beta_5.All.in.1
I'll build a mountain of corpses - Ogami Itto, Lone Wolf & Cub
Sometimes standing up for your friends means killing a whole lot of people - Sin City, by Frank Miller
That's a good question, and I don't know the answer, but it's a lot not because the 10 cliff tiles are used a lot but because the tiles which currently have the impassable attribute are used a lot. They are 42, 43, 44, 45, 46 and 62, 63, 64, 65, 66. The first set are the worn grass tiles often used at the top of hills (Shinano is a good example) and the second set is within a sequence of 8 terraced rice paddy tiles which are also used on quite a few maps (Harima is a good example). The current Harima map works ok except for one tile which had a little too much slope and became impassable. I've worked out a scheme which is pretty much a straight swap of the 10 tiles, but it's not exactly a swap because the cliff tiles are in 2 groups of 4 and 1 group of 2, and one set of 4 cliff tiles had trees on 2 of them which I had previously moved to non-tree tiles so it's a bit messy but I think it will work out ok. I'm going to try to utilize the 4 currently unusable tree tiles for something useful. The only other consideration is that breaking up the 8 rice paddy tile sequence will make editing new maps more difficult. A solution for that could be to append the whole 8 tile sequence to the top end of the current tileset.Originally Posted by R'as al Ghul
We won't need a new full install, but I think it's going to be necessary for people to delete all the maps before installing the new map and tile sets. We don't need the large number of MTW map names used in the campaign. For instance, I don't need 25 flatinland maps, but if they exist I have to copy an STW map over each one of those names which is very time consuming. I think we'll have to maintain an STWmap distribution that can be updated from time to time with new maps. Even after the tileset is finalized, new tiles could be added above #170 and no re-editing of existing maps would be required. Incidentally, tiles 171, 172, 173, 174, 175, 176, 177, 178 have the impassable attribute and are currently snowcap tiles in lush. The transition tiles in that sequence would have to be changed to match up with the color of an existing tile in the STW set to avoid a color discontinuity.Originally Posted by R'as al Ghul
I have 169 Shogun tiles. Number 170 is a black X tile, and 171 thru 178 are snow tiles from the MTW set which have the impassable attribute assigned to them. If it's important to keep the 8 terraced rice paddy tiles together, they could be added after #178.Originally Posted by R'as al Ghul
Last edited by Puzz3D; 09-12-2006 at 17:20.
_________Designed to match Original STW gameplay.
Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2
I reshuffled the STW tileset, and have the cliff tiles positioned properly to pick up the impassable attribute. I was also able to reposition the 8 terraced rice paddy tiles together without going beyond #169. That does mean extra editing work for me, but I decided it was worth it to keep the tileset as compact as possible.
It's possible that I haven't identified all the tiles which have the impassable attribute, but I think that's unlikely. I've already retextured the first 6 of the 122 STW maps with this new tileset, and the impassable areas on those maps are now correct. I would estimate it will take me less than 2 weeks to fix the remaining 117 maps. Some of those maps won't require any adjustment at all, but I have to look them over carefully.
_________Designed to match Original STW gameplay.
Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2
I've finished fixing the impassable terrain on all 122 STW maps.
Last edited by Puzz3D; 09-20-2006 at 12:50.
_________Designed to match Original STW gameplay.
Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2
Bookmarks