Modding:Tiles: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
(add more info about painted tiles) |
||
Line 125: | Line 125: | ||
* Fences are similar but only allow connecting with the cardinal directions (N/S/E/W). They use the filename suffix format <code>_nsew</code>, with the cardinal direction letters always appearing in that order. For example, a fence in a horizontal fence segment with a fence to its west and to its east uses the suffix <code>_ew</code>. A single fence tile with no connections uses the <code>_</code> suffix. To properly create a complete fence that can be rendered in all possible configurations, you must have 16 individual fence sprites using all possible combinations of 0-4 cardinal directions. | * Fences are similar but only allow connecting with the cardinal directions (N/S/E/W). They use the filename suffix format <code>_nsew</code>, with the cardinal direction letters always appearing in that order. For example, a fence in a horizontal fence segment with a fence to its west and to its east uses the suffix <code>_ew</code>. A single fence tile with no connections uses the <code>_</code> suffix. To properly create a complete fence that can be rendered in all possible configurations, you must have 16 individual fence sprites using all possible combinations of 0-4 cardinal directions. | ||
To make it a bit easier to create the full set of required wall or fence tiles, you can use [https://bitbucket.org/bbucklew/imageslicer the ImageSlicer utility] created by one of the {{gamename}} developers. | === Constructing the Filepath === | ||
* The root filename for your fence or wall tiles should be specified with the PaintedWall or PaintedFence tag. For example, <code><tag Name="PaintedWall" Value="wall_plant" /></code>. | |||
** As discussed above, the game will then dynamically append postfixes similar to <code>-00000000</code> or <code>_nsew</code> to your root filename | |||
* The game will use the <code>Textures/Tiles/</code> path by default for wall and fence tiles. You can override this by adding <code><tag Name="PaintedWallAtlas" Value="YourCustomPath" /></code> or <code><tag Name="PaintedFenceAtlas" Value="YourCustomPath" /></code>. | |||
* The game adds a .bmp extension by default. You can change this with the PaintedWallExtension or PaintedFenceExtension tag. For example, <code><tag Name="PaintedWallExtension" Value=".png" /></code>. | |||
Refer to the base game's ObjectBlueprints.xml for examples of the above tags in use | |||
=== Painted Wall/Fence Utility === | |||
To make it a bit easier to create the full set of required wall or fence tiles, you can use [https://bitbucket.org/bbucklew/imageslicer the ImageSlicer utility] created by unormal (one of the {{gamename}} developers). The utility will accept tiles in the black/white/transparent color scheme, though it also accepts and correctly processes some other common color schemes using the game palette. | |||
* For walls, this utility expects a 5x5 tile image of walls in the following configuration:<br>[[File:Modding_wall_tile_example.png]] | * For walls, this utility expects a 5x5 tile image of walls in the following configuration:<br>[[File:Modding_wall_tile_example.png]] | ||
* For fences, this utility expects a 5x5 tile image of fences in the following configuration:<br>[[File:Modding_fence_tile_example.png]] | * For fences, this utility expects a 5x5 tile image of fences in the following configuration:<br>[[File:Modding_fence_tile_example.png]] | ||
[[File:Tile_slicer_utility.png]] | |||
Crop your C-shaped wall tile images, put the path to the input file in the top input, type a root output file name in the middle box and hit "wallmaker (C layout)" or "Fencemaker" for fences. | |||
Note that the Watermaker and Wallmaker (legacy) options probably won't work anymore and aren't recommended. | |||
==See Also== | ==See Also== |