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Cong edited this page Jun 30, 2016 · 3 revisions

General Info

  • Tiles are 16x12
  • Wall tiles are 16x24, exactly two tiles tall
  • Tiles should be completely grey - they will be dynamically tinted with custom colours in-game. That is, their R, G, B values should equal.
  • Some tiles have two colours - they use the "alt" colour in the editor. The areas that should use the "alt" colour should be in a shade of red - no G or B values.
  • There are 4 types of floor/room tiles:
    • normal
    • shadow - same as normal tiles but rendered when there's a wall above it, casting a shadow. In GIMP, use the Brightness-Contrast tool and set Brightness to -50.
    • alt1 - an alternate version of the normal tile, used for floors; a few normal tiles will be randomly turned into these
    • alt2 - an alternate version of the normal tile, used for floors; a few normal tiles will be randomly turned into these
  • There are 16 types of wall tiles:
    • o - single pillar, no walls around it
    • n , e , s , w - wall ends; e.g. n has a single wall below it
    • nw , ne , sw , se - wall corners; e.g. nw has walls below and to its right
    • nt , et , st , wt - wall T-sections; e.g. nt has walls to its left, right and below
    • h , v - horizontal/vertical wall sections
    • x - wall cross section, has walls all around it

Refer to this ASCII diagram for the wall relations:

nw-e     o
|
v     n
|     |
sw-h--x--ne
      |  |
      wt-et
      |  |
w--h--st-sw
   |
   s
  • Note that wall tiles with walls below them will be half height (16x12) since the side of the wall is obscured by the wall below.

Tips

  • Make sure the textures tile properly. For continuous textures, GIMP has a Make-Seamless plugin which is a crude way of making it tile-able four-ways. For more control, e.g. two-way tiling, do this manually: copy the texture and move it so that the seam is in the middle, and paint the seam away.
  • For floor tiles, use tile/tile/ as a template
  • For wall tiles, use wall/plasteel/ as a template
  • The lighting is from the top-left, so
    • Top/left edges should be bright, top-left corners should be brightest
    • bottom/right edges should be dark, bottom-right corners should be darkest
    • The top of wall tiles should be brighter than the front