Free and Open Source real time strategy game with a new take on micro-management

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{{Translations|View this page in|Article=User_Manual}}
{{Translations|View this page in|Article=Tileset_handbook}}

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!

[[Image:trees-middle_europe.png]]
[http://federicomassi.altervista.org/_altervista_ht/trees-middle_europe.tar.gz Click here to download an alternative aspect for trees] by [[User:Shew|Shew]].

[[Image:wheat-cartoon.png]]
[http://federicomassi.altervista.org/_altervista_ht/wheat-cartoon.tar.gz Click here to download an alternative aspect for trees] by [[User:Shew|Shew]].



This page wants to be a handbook for people who want to create or find a tileset for Globulation2. For now it's only a start.


=Tiles list=
=Tiles list=
Tiles are placed in '''\data\gfx''' directory. They are...
Tiles and other graphics are placed in '''\data\gfx''' and in '''\data\gui''' directory. They are...
*''"<b style="color:red">Building_name</b><b style="color:green">Level</b><b style="color:purple">Status</b>.png"'' for the buildings.
*''barracks0b0.png'' for the level 1 barracks (''barracks0b0'''r'''.png'' is the tile that blend on ''barracks0b0.png'' the team color);
*''barracks1b0.png'' for the level 2 barracks (as for the previous one);
*''barracks2b0.png'' for the level 3 barracks (...);


<b style="color:red">Building_name</b>: should be ''barracks'', ''defencetower'', ''hosp''ital, ''inn'', ''market'', ''pool'', ''racetrack'', ''school'', ''swarm''; the stone wall works in a different way);
*''black'''X'''.png'' ('''X''' from 0 to 15);

<b style="color:green">Level</b>: indicates the level of the building shown in the tile (<b style="color:green">Level</b> = game level-1, so a level 1 school has a <b style="color:green">Level</b> value of 0);

<b style="color:purple">Status</b>: indicates status of building (<b style="color:purple">Status</b> = ''B0'' means ''built'', ''B1'' means ''built and damaged'', ''B2'' means ''built and seriously damaged'', ''C0'' means ''under construction'');

NOTE: After <b style="color:purple">Status</b> 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;

*''"black'''X'''.png"'' ('''X''' from 0 to 15);

*''"brush'''X'''.png"'' ('''X''' from 0 to 9);

*''"buildingsite'''X'''.png"'' ('''X''' from 0 to 5);

*''"bullet'''X'''.png"'' ('''X''' from 0 to 1);

*''"clearingflag0r.png"''

*''"cloud0.png"'';

*''"death'''X'''r.png"'' ('''X''' from 0 to 9);

*''"explorationflag0r.png"''
*''"explosion'''X'''.png"'' 0-5

*''"gamegui'''X'''.png"'' ('''X''' from 0 to 27);

*''"image.png"''

*''"IntroMN.png"''

*''"magiceffect0.png"'' and ''"magiceffect0r.png"''

*''"mini<b style="color:red">Building_name</b><b style="color:green">Level</b><b style="color:purple">Status</b>.png"'' with same notes you can see over;

*''"out.png"'';

*''"ressource'''X'''.png"'' ('''X''' from 0 to 64); (50-54: Cherry)
*''"ressourcemini'''X'''.png"'' ('''X''' from 0 to 7); (0:Wood, 1: wheat, 5:cherry)

*''"rotatingEarth'''X'''.png"'' ('''X''' from 0 to 19);
*''"rotatingEarthi.png"'';

*''"shade'''X'''.png"'' ('''X''' from 0 to 20);

*''"terrain'''X'''.png"'' ('''X''' from 0 to 271);

*''"unit'''X'''.png"'' ('''X''' from 0 to 447) that are the "bodies" of the globs;
*''"unit'''X'''r.png"'' ('''X''' from 64 to 447) that are the "shadows" of the globs;

*''"unitmini'''X'''r.png"'' ('''X''' from 0 to 3);

*''"wall'''X'''.png"'' ('''X''' from 0 to 15) show defensive wall;
*''"wall'''X'''r.png"'' ('''X''' from 0 to 15) overlay team color over walls ;
*''"wallc0.png"'' and ''"wallc0r.png"'';

*''"warflag0r.png"'';
*''"water0.png"'' and ''"water1.png"''


*''brush'''X'''.png'' ('''X''' from 0 to 9);




=Tiles HowTo=
=Tiles HowTo=
How to create tiles; blending near tile; software instruments;
How to create tiles; blending near tile;

=Software instruments=
Good software for this purpose are [http://www.inkscape.org Inkscape] and [http://www.gimp.org/ the GIMP]; but if you are not very good with vector painting, GIMP is simpler for having hi-quality tiles.



=Tileset examples=
=Tileset examples=
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image:Tiles_vector_tryout_cartoon_wheat.jpg|Result number 2 of attempt of creating a vector-based tileset by Shew
image:Tiles_vector_tryout_cartoon_wheat.jpg|Result number 2 of attempt of creating a vector-based tileset by Shew
</gallery>
</gallery>

[[Category:en]]
[[Category:Contributor Resources]]

Latest revision as of 01:28, 2 October 2009

English | Français | Deutsch | Español | Italiano | Česky | Română | Русский | Català | Suomi | Japanese | Русский | Chinese

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!

Trees-middle europe.png Click here to download an alternative aspect for trees by Shew.

Wheat-cartoon.png 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);
  • "clearingflag0r.png"
  • "cloud0.png";
  • "deathXr.png" (X from 0 to 9);
  • "explorationflag0r.png"
  • "explosionX.png" 0-5
  • "gameguiX.png" (X from 0 to 27);
  • "image.png"
  • "IntroMN.png"
  • "magiceffect0.png" and "magiceffect0r.png"
  • "miniBuilding_nameLevelStatus.png" with same notes you can see over;
  • "out.png";
  • "ressourceX.png" (X from 0 to 64); (50-54: Cherry)
  • "ressourceminiX.png" (X from 0 to 7); (0:Wood, 1: wheat, 5:cherry)
  • "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

Misc