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[[Image:trees-middle_europe.png]] |
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[[Image:trees-middle_europe.png]] |
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[http://federicomassi.altervista.org/images/g2/trees-middle_europe.tar.gz| Click here to download an alternative aspect for trees] by [[User:Shew|Shew]]. |
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[http://federicomassi.altervista.org/images/g2/trees-middle_europe.tar.gz | Click here to download an alternative aspect for trees] by [[User:Shew|Shew]]. |
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[[Image:wheat-cartoon.png]] |
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[[Image:wheat-cartoon.png]] |
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[http://federicomassi.altervista.org/images/g2/wheat-cartoon.tar.gz| Click here to download an alternative aspect for trees] by [[User:Shew|Shew]]. |
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[http://federicomassi.altervista.org/images/g2/wheat-cartoon.tar.gz | Click here to download an alternative aspect for trees] by [[User:Shew|Shew]]. |
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Revision as of 21:49, 4 February 2007
This page wants to be a general handbook for people who want to create or find a tileset for Globulation2.
Tileset download
Here some spare new aspect fore parts of tileset. You need only to download the .tar.gz archivie and untar tiles in the data/gfx folder. Be sure of having a backup of the original ones!
| Click here to download an alternative aspect for trees by Shew.
| Click here to download an alternative aspect for trees by Shew.
Tiles list
Tiles and other graphics are placed in \data\gfx and in \data\gui directory. They are...
- "Building_nameLevelStatus.png" for the buildings.
Building_name: should be barracks, defencetower, hospital, inn, market, pool, racetrack, school, swarm; the stone wall works in a different way);
Level: indicates the level of the building shown in the tile (Level = game level-1, so a level 1 school has a Level value of 0);
Status: indicates status of building (Status = B0 means built, B1 means built and damaged, B2 means built and seriously damaged, C0 means under construction);
NOTE: After Status you could find a r that means that this is a overlay tile that colours the tile with same name lacking of final r with the team color;
- "blackX.png" (X from 0 to 15);
- "brushX.png" (X from 0 to 9);
- "buildingsiteX.png" (X from 0 to 5);
- "bulletX.png" (X from 0 to 1);
- "deathXr.png" (X from 0 to 9);
- "explorationflag0r.png"
- "explosionX.png" 0-5
- "gameguiX.png" (X from 0 to 27);
- "magiceffect0.png" and "magiceffect0r.png"
- "miniBuilding_nameLevelStatus.png" with same notes you can see over;
- "ressourceX.png" (X from 0 to 64);
- "ressourceminiX.png" (X from 0 to 7);
- "rotatingEarthX.png" (X from 0 to 19);
- "rotatingEarthi.png";
- "shadeX.png" (X from 0 to 20);
- "terrainX.png" (X from 0 to 271);
- "unitX.png" (X from 0 to 447) that are the "bodies" of the globs;
- "unitXr.png" (X from 64 to 447) that are the "shadows" of the globs;
- "unitminiXr.png" (X from 0 to 3);
- "wallX.png" (X from 0 to 15) show defensive wall;
- "wallXr.png" (X from 0 to 15) overlay team color over walls ;
- "wallc0.png" and "wallc0r.png";
- "warflag0r.png";
- "water0.png" and "water1.png"
Tiles HowTo
How to create tiles; blending near tile;
Software instruments
Good software for this purpose are Inkscape and the GIMP; but if you are not very good with vector painting, GIMP is simpler for having hi-quality tiles.
Tileset examples
Result of attempt of creating a vector-based tileset by Shew
Result number 2 of attempt of creating a vector-based tileset by Shew