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Thread: RPG Tilesets

  1. #1

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    I'm trying to make a program to create complete tilesets for RPG type games. I started making this when I tried to create my own RPG, and while drawing some of the tiles, I noticed a lot of repeating the same thing, over and over again. so I named these peices "Stamps" and I thought that if I could draw the "Stamp" alone, that I could create a VB program to place the "stamp" in a tile, along with other "stamps" needed to make up the tile. but I can't get a picture box to use more than one stamp at a time. so I think I need to Mask the stamps, whatever that means. can somebody help me figure this out?
    I'll go this way, you go that way, if u find something useful, give it to me.

    Hey, help me out here, I'm new at this.

    -Timbermar

  2. #2
    Frenzied Member HarryW's Avatar
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    I think I vaguely know what you're talking about...

    Do you mean like if you had 3 terrain types - grass, stone and forest, you would have to have tiles like this, depending on what terrain was next to the tile:

    Code:
    G = grass, S = stone, F = forest, 
    
    GGG  GGG  GGG  GGG  GGG  GGG  GGG  GGG  GGG
    G G  G G  G G  G G  G G  G G  G G  G G  G G
    GGG  GGS  GGF  GSG  GSS  GSF  GFG  GFS  GFF  etc.
    Which means you need to have absolutely loads of different tiles.

    I think that's what you mean, tell me if I'm wrong.

    In this case what you culd do is to make a limited set of tiles for each terrain type, with masks where necessary, and give each terrain type a precedence so that you can overlay the tiles. So, for each terrain type, you make a set of 15 tiles and your base tile:
    Code:
    Base tile: OOO
               OOO
               OOO
    
    Plus overlapped tile patterns:
    
    X = terrain pattern of adjacent tile
    O = terrain pattern of this tile
    
    XOO  OOO  OOO  XOO  OOO  XOO  XXO  XOO  XXO  XXX  XXX  XXO  XXX  XXO  XXX
    OOO  XOO  OOO  XOO  XOO  XOO  XOO  XOO  XOO  XOO  XOO  XOO  XOO  XOX  XOX
    OOO  OOO  XOO  OOO  XOO  XOO  XOO  XXO  XXO  XOO  XXO  XXX  XXX  XXX  XXX
    If you have that tileset, you can get any pattern between 2 terrain types by rotating the overlapped tile pattern.

    You might set stone to have priority 1, grass to have priority 2, and forest to have priority 3. The highest priority terrain type is applied on top of the others.

    Say you had 9 tiles set out like this:
    Code:
    GGG FFF GGG
    GGG FFF GGG
    GGG FFF GGG
    
    GGG GGG SSS
    GGG GGG SSS
    GGG GGG SSS
    
    FFF GGG SSS
    FFF GGG SSS
    FFF GGG SSS
    Your central tile (grass), instead of being a plain stone texture, would have other terrain types overlaid over the edges of it according to the precedence you specified. So the central grass tile in the above example would look like this:
    Code:
    GFG
    GGG
    FGG
    and the whole 9 tiles would look like this:
    Code:
    GGF FFF FGG
    GGF FFF FGG
    GGF FFF FGG
    
    GGF FFF FGG
    GGG GGG GSS
    FFF FGG GSS
    
    FFF FGG GSS
    FFF FGG GSS
    FFF FGG GSS
    Okay, now I'm confused...

    I hope you know what I'm getting at. I saw a website on this kind of thing ages ago but I've completely forgotten where it was and now I can't find it. I seem to remember it being similar, but maybe not.

    [Edited by HarryW on 10-30-2000 at 03:25 PM]
    Harry.

    "From one thing, know ten thousand things."

  3. #3
    Frenzied Member HarryW's Avatar
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    Thumbs up Found it!

    Take a look at this:

    http://www.gamedev.net/reference/pro...terrain_trans/

    It's a very good explanation of what I think you're getting at.
    Harry.

    "From one thing, know ten thousand things."

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