Modding:Tiles: Difference between revisions

1,481 bytes added ,  13:01, 17 November 2020
add more info about painted tiles
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==