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  1. #15

    Default Re: Terrain textures

    Quote Originally Posted by R'as al Ghul
    How many maps are affected?
    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.


    Quote Originally Posted by R'as al Ghul
    So we'd need to upload the affected tiles and maps and we're set, right? No need for a new major install?
    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.


    Quote Originally Posted by R'as al Ghul
    How many Shogun tiles do we need?
    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.
    Last edited by Puzz3D; 09-12-2006 at 17:20.

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