Page 1 of 1

Pixel to tile conversion

PostPosted: Fri Nov 23, 2007 5:17 pm
by ziggman
Karl... any luck gettin that to work out?
if anyone wants me to add your dungon to main map please post it as BMP or PNG where 1 pixel = 1 square.

PostPosted: Fri Nov 23, 2007 10:38 pm
by Karl G.
Hey zigg, I haven't coded it yet but I assure you there will be no problems setting this up as long as we have a solid idea of which color maps to what kind of tile. I've done this type of thing before.

Also: how much detail do we want to infer from the BMP maps? Like, should I have it generate random grass when it's importing grass, or should it just use a generic "grass" tile that designers can go in and touch-up later?

PostPosted: Fri Nov 23, 2007 11:15 pm
by ziggman
yea, a nice random blend would be best, roads/towns/dungeons will be touched up. a good scenery blender (trees weeds, flowers. ect.) would be good too.
i think having dugeon (floor maps) clearly marked out in the BMP files will help keep things in proportion.

as i said before 10 colors would do fine

Lightbrown = sand
darkbrown = Dirt
light green = Frosted grass
green = grass
*dark green = forrest floors*
light grey = floor / tile / wood
DarkGrey= walls borders of dungons
blue = water
light blue = ice water
red = lava
black = no floor

PostPosted: Sat Nov 24, 2007 8:32 am
by Karl G.
Can you give me examples of some of those? Specifically, the frosted-grass vs grass vs forest floor...I'm not sure what the differences should be.

PostPosted: Sun Nov 25, 2007 6:55 pm
by ziggman
frosted would be like snowcoverd, or patchy snowcoverd. forrest would be very dark green almost more brown-green. ill see if i can come up with some working textures for these effects. can you send me the current grass file?... or do we have one of our own yet? when my old computer crashed i lost most of the skins i had made.

PostPosted: Sun Nov 25, 2007 7:23 pm
by Karl G.
I've got a TON of textures--all free and hand-drawn. I'll send 'em to you if you give me your email address.

Karl

PostPosted: Wed Dec 05, 2007 11:49 pm
by ziggman
well we can worry about forrest ground another time. not important. but i do want icy texture. i dont know what u want to use. slightly blue tinted grass maybe, just something so people understand its ice or snow coverd grass. let me know when your ready for the map, it should only take me a few hours to modify map for a pixel reader program

PostPosted: Thu Dec 06, 2007 2:01 am
by thadiusofx3
I've got an ice texture.

PostPosted: Thu Dec 06, 2007 10:38 am
by Karl G.
Excellent! Could you post it or send it to me?

PostPosted: Thu Dec 06, 2007 11:42 am
by ziggman
you want the map? or the ice texture?

PostPosted: Thu Dec 06, 2007 12:33 pm
by Karl G.
Haha well now that you mention it, both actually! I want to have something to test the tile importer.

PostPosted: Thu Dec 06, 2007 11:36 pm
by thadiusofx3
http://www.projectvolucris.com/files/3d ... index.html
theres grass on page 4 and gravel on 3

and here's ice

Image

PostPosted: Sun Dec 16, 2007 11:11 am
by ziggman
have you tried the pixel converter yet?