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Caravel Forum : Caravel Boards : Development : Tile Modders Rejoice (For I have compiled everything to know about tiles)
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coppro
Level: Smitemaster
Rank Points: 1309
Registered: 11-24-2005
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icon Tile Modders Rejoice (+20)  
Okay, first off, I will be giving a comprehensive guide to JtRH Tile modding. This is for two things: GeneralTiles and Style1. I
am not going over external Style files, or modding freely-distributed files.

1.

The .tim file:

The .tim file tells DROD how the images you give it replace existing tiles. This is only used for modular modding (See Section 2). The .tim file setup is simple: Each line corresponds to a line in your image. On that line are numbers, either a single number or a range (5-32), seperated by commas. Also, there are sometimes numbers preceeded by exclamation points.

Sample .tim:

35,157,45-49,!7
53,754,50-54,53-55,!4

What this means: The first row of the .tim corresponds to the first row of the image, so the first line of the image would mean that tile 1 would replace tile 35 ingame, tile 2 would replace tile 157, tiles 3-7 would replace 45-49, and the last 7 squares are unused. The second row is similar. The first tile goes in slot 53, the next one replaces 754, the next 5 replace 50-54, the next 4 are 53-55, and the last 4 are unused. (That's what the exclamation point means: this number are unused).

2.

Modular Modding:

Modular Modding is when you only replace part of a tileset using .tim files (See Section 1). Without modular modding, you have to replace every single element of the tileset, which can be annoying, especially if you have some awesome mod for snakes but can't publicize it because Caravel won't let you have the rest of the tileset. There are three steps to modular modding:

#1: Prepare an image file and place in Data/Bitmaps
#2: Prepare a .tim file and place in Data/Bitmaps
#3: Add a line to drod.ini

The first two you should be easy. The drod.ini file can be found in the Data folder. To add your modular mod, you need your .tim and .jpg/.png/.bmp to have the same filename before the dot and then add the following line to drod.ini somewhere in the Graphics Section:

[TilesetYouAreReplacing]=[YourFilename]

Replaceable tilesets are: GeneralTiles,Style1,Style2, and Style3.
They are, in order: Enemies, Foundation, Deep Spaces, Iceworks.

Ensure that your line is somewhere after the line where it says
[TilesetYouAreReplacing]=[TilesetYouAreReplacing]

You can install however many modular mods as you like, just remember that each one will override the ones before it in drod.ini.

3. StyleX.tim

Walls all follow the same rules for drawing. I will include them with diagrams for the first regular wall, and then you can extrapolate for the cracked walls. _ means floor, X means wall, O doesn't matter. The center X is the wall in question.

Shadow tiles only support black and white to make shadows.

Please note that these are arranged according to position in StyleX.png as opposed to something more logical.

663-709: Wall. Both sturdy and regular walls are included. The rule of thumb is that if regular wall is completely surrounded by wall, it will not considered wall for purposes of drawing and replaced by the wall image (more on that coming).
663: O_O
     _XX
     OXX

664: O_O
     _XX
     OX_

665: O_O
     XX_
     XXO

666: O_O
     XX_
     _XO

667: OXX
     _XX
     O_O

668: OX_
     _XX
     O_O

669: XXO
     XX_
     O_O

670: _XO
     XX_
     O_O

671: O_O
     XXX
     XXX

672: O_O
     XXX
     XX_

673: O_O
     XXX
     _XX

674: O_O
     XXX
     _X_

675: XXX
     XXX
     O_O

676: _XX
     XXX
     O_O

677: XX_
     XXX
     O_O

678: _X_
     XXX
     O_O

679: XXX
     XXX
     XXX

680: _XX
     XXX
     XXX

681: XX_
     XXX
     XXX

682: _X_
     XXX
     XXX

683: XXX
     XXX
     XX_

684: _XX
     XXX
     XX_

685: XX_
     XXX
     XX_

686: _X_
     XXX
     XX_

687: O_O
     _X_
     OXO

688: O_O
     XX_
     O_O

689: OXO
     _X_
     O_O

690: O_O
     _XX
     O_O

691: O_O
     _X_
     O_O

692: O_O
     XXX
     O_O

693: OXO
     _X_
     OXO

694: OXX
     _XX
     OXX

695: OX_
     _XX
     OXX

696: OXX
     _XX
     OX_

697: OX_
     _XX
     OX_

698: XXO
     XX_
     XXO

699: _XO
     XX_
     XXO

700: XXO
     XX_
     _XO

701: _XO
     XX_
     _XO

702: XXX
     XXX
     _XX

703: _XX
     XXX
     _XX

704: XX_
     XXX
     _XX

705: _X_
     XXX
     _XX

706: XXX
     XXX
     _X_

707: _XX
     XXX
     _X_

708: XX_
     XXX
     _X_

709: _X_
     XXX
     _X_



710-756: Secret Wall. Cracks that are normally not visible unless they are next to an empty square

552: Trapdoor front edge (mrimer). Displayed only when you have a pit directly below a trapdoor.

57: Trapdoor

105: Falling Trapdoor

460-463: Tunnels in order: E,W,N,S

216-223: Force arrows from N going clockwise

120: Downward stair no shadow.

123-125: Top of 3x3 Rock 1 obstacle.

169-171: Top of 3x3 Rock 2 obstacle.

137-138: Top of 2x2 Rock 1 obstacle.

139-140: Top of 2x2 Rock 2 obstacle.

270-271: Top of 2x2 Tree 1 obstacle.

272-273: Top of 2x2 Tree 2 obstacle.

274: 1x1 Tree 1 obstacle.

121: Downward stair 1/4 shadow.

172-174: Middle of 3x3 Rock 1 obstacle

184-186: Middle of 3x3 Rock 2 obstacle

187-188: Bottom of 2x2 Rock 1 obstacle

189-190: Bottom of 2x2 Rock 2 obstacle

278-279: Bottom of 2x2 Tree 1 obstacle

280-281: Bottom of 2x2 Tree 2 obstacle

282: 1x1 Tree 2 obstacle

136: Downward stair 2/4 shadow

349-351: Bottom of 3x3 Rock 1 obstacle

352-354: Bottom of 3x3 Rock 2 obstacle

355: 1x1 Rock 1 obstacle

356: 1x1 Rock 2 obstacle

64-66: Top of 3x3 Table obstacle

201: 1x1 Table obstacle

1149-1150 (Shadow): Top of 1x1 Table shadow (2x2)

152: Downward stair 3/4 shadow

153: Upward stair no shadow

154: Upward stair 1/4 shadow

155: Upward stair 2/4 shadow

357-358: Top of 2x2 Pile 'O Skulls 1 obstacle

359-360: Top of 2x2 Pile 'O Skulls 2 obstacle

127: 1x1 Pile 'O Skulls 1 obstacle

67-69: Middle of 3x3 Table obstacle

1151-1152 (Shadow): Bottom of 1x1 Table Shadow (2x2)

168: Downward stair full shadow

464-465: Bottom of 2x2 Pile 'O Skulls 1 obstacle

466-467: Bottom of 2x2 Pile 'O Skulls 2 obstacle

142: 1x1 Pile 'O Skulls 2 obstacle

70-71: Bottom row first 2 tiles of 3x3 Table obstacle

200: Bottom right tile of 3x3 Table obstacle

586-590: Top of 5x5 Hut 1 obstacle

591-595: Top of 5x5 Hut 2 obstacle

596-598: Top of 3x3 Hut 1 obstacle

599-601: Top of 3x3 Hut 2 obstacle

810-814: Second row of 5x5 Hut 1 obstacle

815-819: Second row of 5x5 Hut 2 obstacle

820-822: Middle of 3x3 Hut 1 obstacle

823-825: Middle of 3x3 Hut 2 obstacle

826-830: Middle of 5x5 Hut 1 obstacle

831-835: Middle of 5x5 Hut 2 obstacle

836-838: Bottom of 3x3 Hut 1 obstacle

839-841: Bottom of 3x3 Hut 2 obstacle

842-846: Fourth row of 5x5 Hut 1 obstacle

847-851: Fourth row of 5x5 Hut 1 obstacle

852: 1x1 Hut 1 obstacle

853: 1x1 Hut 2 obstacle

935-936 (Shadow): Top of 1x1 Hut 1 shadow (2x2)

991-992 (Shadow): Top of 1x1 Hut 2 shadow (2x2)

854-858: Bottom of 5x5 Hut 1 obstacle

859-863: Bottom of 5x5 Hut 2 obstacle

937-938 (Shadow): Bottom of 1x1 Hut 1 shadow (2x2)

993-994 (Shadow): Bottom of 1x1 Hut 2 shadow (2x2)

605-651: Broken Wall

468-471: Top of 4x4 Empire Statue obstacle

471-473: Top of 2x2 Empire Statue obstacle

489-492: Top of 4x4 Goblin Statue obstacle

474: 1x1 Empire Statue Obstacle

1047-1048 (Shadow): Top of 1x1 Pile 'O Skulls 1 shadow (2x2)

909-910 (Shadow): Top of 1x1 Tree 1 shadow (2x2)

475-478: Second row of 4x4 Empire Statue obstacle

479-480: Bottom of 2x2 Empire Statue obstacle

496-499: Second row of 4x4 Goblin Statue obstacle

495: 1x1 Goblin Statue obstacle

1049-1050 (Shadow): Bottom of 1x1 Pile 'O Skulls 1 shadow (2x2)

911-912 (Shadow): Bottom of 1x1 Tree 1 shadow (2x2)

481-484: Third row of 4x4 Empire Statue obstacle

493-494: Top of 2x2 Goblin Statue obstacle

502-505: Third row of 4x4 Goblin Statue obstacle

1060-1061 (Shadow): Top of 1x1 Pile 'O Skulls 2 shadow (2x2)

922-923 (Shadow): Top of 1x1 Tree 2 shadow (2x2)

485-488: Bottom of 4x4 Empire Statue obstacle

500-501: Bottom of 2x2 Goblin Statue obstacle

506-509: Bottom of 4x4 Goblin Statue obstacle

1062-1063 (Shadow): Bottom of 1x1 Pile 'O Skulls 2 shadow (2x2)

924-925 (Shadow): Bottom of 1x1 Tree 2 shadow (2x2)

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
The rest is all shadows, so I won't have to put that in anymore.
////////////////////////////////////////////////////////////////

864-867: Top of 3x3 Rock 1 shadow (4x4)

893-896: Top of 3x3 Rock 2 shadow (4x4)

510-512: Top of 2x2 Rock 1 shadow (3x3)

884-886: Top of 2x2 Rock 2 shadow (3x3)

431-432: Top of 1x1 Rock 1 shadow (2x2)

868-871: Second row of 3x3 Rock 1 shadow (4x4)

897-900: Second row of 3x3 Rock 2 shadow (4x4)

513-515: Middle of 2x2 Rock 1 shadow (3x3)

887-889: Middle of 2x2 Rock 2 shadow (3x3)

433-434: Bottom of 1x1 Rock 1 shadow (2x2)

872-875: Third row of 3x3 Rock 1 shadow (4x4)

901-904: Third row of 3x3 Rock 2 shadow (4x4)

516-518: Bottom of 2x2 Rock 1 shadow (3x3)

890-892: Bottom of 2x2 Rock 2 shadow (3x3)

880-881: Top of 1x1 Rock 2 shadow (2x2)

876-879: Bottom of 3x3 Rock 1 shadow (4x4)

905-908: Bottom of 3x3 Rock 2 shadow (4x4)

882-883: Bottom of 1x1 Rock 2 shadow (2x2)

913-915: Top of 2x2 Tree 1 shadow (3x3)

926-928: Top of 2x2 Tree 2 shadow (3x3)

1051-1053: Top of 2x2 Pile 'O Skulls shadow (3x3)

1064-1066: Top of 2x2 Pile 'O Skulls shadow (3x3)

1153-1156: Top of 3x3 Table shadow (4x4)

916-918: Middle of 2x2 Tree 1 shadow (3x3)

929-931: Middle of 2x2 Tree 2 shadow (3x3)

1054-1056: Middle of 2x2 Pile 'O Skulls shadow (3x3)

1067-1069: Middle of 2x2 Pile 'O Skulls shadow (3x3)

1157-1160: Second row of 3x3 Table shadow (4x4)

919-921: Bottom of 2x2 Tree 1 shadow (3x3)

932-934: Bottom of 2x2 Tree 2 shadow (3x3)

1057-1059: Bottom of 2x2 Pile 'O Skulls shadow (3x3)

1070-1072: Bottom of 2x2 Pile 'O Skulls shadow (3x3)

1151-1164: Third row of 3x3 Table shadow (4x4)

955-960: Top of 5x5 Hut 1 shadow (6x6)

1011-1016: Top of 5x5 Hut 2 shadow (6x6)

1165-1168: Bottom of 3x3 Table shadow (4x4)

961-966: Second row of 5x5 Hut 1 shadow (6x6)

1017-1022: Second row of 5x5 Hut 2 shadow (6x6)

939-942: Top of 3x3 Hut 1 shadow (4x4)

967-972: Third row of 5x5 Hut 1 shadow (6x6)

1023-1028: Third row of 5x5 Hut 2 shadow (6x6)

943-946: Second row of 3x3 Hut 1 shadow (4x4)

973-978: Fourth row of 5x5 Hut 1 shadow (6x6)

1029-1034: Fourth row of 5x5 Hut 2 shadow (6x6)

947-950: Third row of 3x3 Hut 1 shadow (4x4)

979-984: Fifth row of 5x5 Hut 1 shadow (6x6)

1035-1040: Fifth row of 5x5 Hut 2 shadow (6x6)

951-954: Bottom of 3x3 Hut 1 shadow (4x4)

985-990: Bottom of 5x5 Hut 1 shadow (6x6)

1041-1046: Bottom of 5x5 Hut 2 shadow (6x6)

995-998: Top of 3x3 Hut 2 shadow (4x4)

1086-1090: Top of 4x4 Empire Statue shadow (5x5)

1077-1079: Top of 2x2 Empire Statue shadow (3x3)

1073-1074: Top of 1x1 Empire Statue shadow (2x2)

1111-1112: Top of 1x1 Goblin Statue shadow (2x2)

999-1002: Second row of 3x3 Hut 2 shadow (4x4)

1091-1095: Second row of 4x4 Empire Statue shadow (5x5)

1080-1082: Middle of 2x2 Empire Statue shadow (3x3)

1075-1076: Bottom of 1x1 Empire Statue shadow (2x2)

1113-1114: Bottom of 1x1 Goblin Statue shadow (2x2)

1003-1006: Third row of 3x3 Hut 2 shadow (4x4)

1096-1100: Middle of 4x4 Empire Statue shadow (5x5)

1083-1085: Bottom of 2x2 Empire Statue shadow (3x3)

1007-1010: Bottom of 3x3 Hut 2 shadow (4x4)

1101-1105: Fourth row of 4x4 Empire Statue shadow (5x5)

1115-1117: Top of 2x2 Goblin Statue shadow (3x3)

1124-1128: Top of 4x4 Goblin Statue shadow (5x5)

1106-1110: Bottom of 4x4 Empire Statue shadow (5x5)

1118-1120: Middle of 2x2 Goblin Statue shadow (3x3)

1129-1133: Second row of 4x4 Goblin Statue shadow (5x5)

1121-1123: Bottom of 2x2 Goblin Statue shadow (3x3)

1134-1138: Middle of 4x4 Goblin Statue shadow (5x5)

1139-1143: Fourth row of 4x4 Goblin Statue shadow (5x5)

1144-1148: Bottom of 4x4 Goblin Statue shadow (5x5)

(Thanks mrimer for the trapdoor front edge)

****************************************************************
4. GeneralTiles.tim
****************************************************************
GeneralTiles.tim contains the tiles for anything that moves, as well as tar and mud and a few other oddballs.

In general, if there are 8 consecutive tiles then they represent N being the first one and the next ones being clockwise in order. Yes, you can in fact make it so that Beethro has his sword facing backward and so that Evil Eyes always seem to be looking in the wrong direction.

Also, many objects have multiple sprites that are used interchangebly in order to get an animation effect. These are often eyes, but remember that you want to change both or else your new scarab beetles may randomly revert to roaches!

There are no tiles for Mothers scared of Beethro's sword, they merely draw the opposite eye when scared.

Once again they are arranged according to position and nothing sensible.

0-7: Decoy/Invisible Beethro. Invisible Beethro kind of flashes, while the Decoy stays at a constant slightly darker than the tile.

765-772: Guards

16-23: Decoy/Invisible Beethro Sword. Same special effects as their wielders.

361-368: Guard Swords

32-39: Beethro

256: Checkpoint

348: Struck Checkpoint

458: Ortho Tile

48-55: Beethro Sword

343-347: Restart Swirl

377-378: Seep Blood

459: Slayer Blood

240-247: Mimic

208-215: Wraithwing (Frame 1)

224-231: Mimic Sword

232-239: Wraithwing (Frame 2)

64-71: Goblin King (Frame 1)

71-79: Inactive Evil Eye (Frame 1)

80-87: Roach (Frame 1)

88-95: Inactive Evil Eye (Frame 2)

96-103: Roach (Frame 2)

261-262: Blood

263-264: Wall Debris

267-268: Insects

110: Beethro Z (Sleeping)

283: Master Wall

112-119: Roach Queen (Frame 1)

257-258: Tar "Blood"

60-61: Tar Mother

62-63: Tar Mother (Turn 29)

128-135: Roach Queen (Frame 2)

106-107: Mud "Blood"

791-792: Mud Mother

793-794: Mud Mother (Turn 29)

176-178: First 3 turns of roach egg (Frame 1)

265: Fourth turn of roach egg (Frame 1)

179-181: First 3 turns of roach egg (Frame 2)

266: Fourth turn of roach egg (Frame 2)

521-528: Seep (Frame 1). Seeps flash slowly.

144-151: Goblin (Frame 1)

529-536: Seep (Frame 2). Seeps flash slowly

160-167: Goblin (Frame 2)

202: Wubba (Frame 1)

204: Wubba (Frame 2)

435: Bomb

454-456: Spark

193: Scroll

194: Orb

195: Struck Orb

196: Mimic Potion

197: Invisibility Potion

457: Decoy Potion

198: Brain (Frame 1)

199: Brain (Frame 2)

206: Horizontal Eye Beam

207: NW-SE Eye Beam

275: Vertical Eye Beam

276: SW-NE Eye Beam

284: Custom Floor

All gates (and fuses) are as follows when displayed in a 4x4 square with each letter representing an adjacent gate in that direction:
 ____ ____ ____ ____
| ES | ESW|  SW|  S |
|NES |NESW|N SW|N S |
|NE  |NE W|N  W|N   |
| E  | E W|   W|    |

285-287: Top row, first three yellow gates

260: Top row, last yellow gate

298-300: Top row, first three green gates

312: Top row, last green gate

313-315: Top row, first three blue gates

327: Top row, last blue gate

328-330: Top row, first three red gates

342: Top row, last red gate

288-290: Second row, first three yellow gates

295: Second row, last yellow gate

301-303: Second row, first three green gates

308: Second row, last green gate

316-318: Second row, first three blue gates

323: Second row, last blue gate

331-333: Second row, first three red gates

338: Second row, last red gate

291-293: Third row, first three yellow gates

259: Third row, last yellow gate

304-306: Third row, first three green gates

311: Third row, last green gate

319-321: Third row, first three blue gates

326: Third row, last blue gate

334-336: Third row, first three red gates

341: Third row, last red gate

297: Fourth row, first yellow gate

294: Fourth row, second yellow gate

296: Fourth row, third yellow gate

42: Fourth row, fourth yellow gate

310: Fourth row, first green gate

307: Fourth row, second green gate

309: Fourth row, third green gate

43: Fourth row, fourth green gate

325: Fourth row, first blue gate

322: Fourth row, second blue gate

324: Fourth row, third blue gate

58: Fourth row, fourth blue gate

340: Fourth row, first red gate

337: Fourth row, second red gate

339: Fourth row, third red gate

183: Fourth row, fourth red gate

397-399: First row, first 3 black gates

411: First row, fourth black gate

438-441: First row of fuses

537-539: First row, first 3 lowered yellow gates

551: First row, fourth lowered yellow gate

1169-1172: First row of fuses on walls

400-402: Second row, first 3 black gates

407: Second row, fourth black gate

442-445: Second row of fuses

540-542: Second row, first 3 lowered yellow gates

547: Second row, fourth lowered yellow gate

1173-1176: Second row of fuses on walls

403-405: Third row, first 3 black gates

410: Third row, fourth black gate

446-449: Third row of fuses

543-545: Third row, first 3 lowered yellow gates

551: Third row, fourth lowered yellow gate

1177-1180: Third row of fuses on walls

Page 2 (Sorry you had to scroll down):


409: Fourth row, first black gate

406: Fourth row, second black gate

408: Fourth row, third black gate

412: Fourth row, fourth black gate

450-443: Fourth row of fuses

549: Fourth row, first lowered yellow gate

549: Fourth row, second lowered yellow gate

549: Fourth row, third lowered yellow gate

41: Fourth row, fourth lowered yellow gate

1181-1184: Fourth row of fuses on walls

413-420: Rock Golem (Frame 1)

429: Rock Golem Core (Frame 1)

Tar and Mud are arranged as follows in a 5x3 rectangle:
 _________________________ _________________________ _________________________ _________________________ _________________________
|          Top Left corner|                 Top Edge|        Top Right corner|Inner Bottom-Right Corner| Inner Bottom-Left Corner|
|                Left Edge|                   Middle|              Right Edge|       Inner NW/SE Corner|       Inner SW/NE Corner|
|       Bottom Left corner|              Bottom Edge|     Bottom Right corner|    Inner Top-Left Corner|   Inner Top-Right Corner|

248: Top row, first tar

108: Top row, second tar

249: Top row, third tar

254: Top row, fourth tar

253: Top row, fifth tar

421-428: Rock Golem (Frame 2)

430: Rock Golem (Frame 2)

192: Second row, first tar

59: Second row, second tar

122: Second row, third tar

56: Second row, fourth tar

40: Second row, fifth tar

Serpents are normally arranged in 5x4 rectangles:
 ________________________ ________________________ ________________________ ________________________ ________________________
| Westward Head (Frame 1)|                W/E Body|           Eastward Tail|                  Unused|                  Unused|
|           Westward Tail| Eastward Head (Frame 1)|                E/S Body|                W/S Body|Northward Head (Frame 2)|
|Northward Head (Frame 1)|          Northward Tail|                N/E Body|                N/W Body|                N/S Body|
|          Southward Tail|Southward Head (Frame 1)| Westward Head (Frame 2)| Eastward Head (Frame 2)|Southward Head (Frame 2)|



11-12: Top row, first 2 Serpent

17: Top row, third Serpent

382-383: Top row, first 2 Rattlesnake

391: Top row, third Rattlesnake

250: Third row, first tar

203: Third row, second tar

251: Third row, third tar

29: Third row, fourth tar

252: Third row, fifth tar

25: Second row, first Serpent

9: Second row, second Serpent

14-15: Second row, third and fourth Serpent

44: Second row, fifth Serpent

389: Second row, first Rattlesnake

380: Second row, second Rattlesnake

385-386: Second row, third and fourth Rattlesnake

392: Second row, fifth Rattlesnake

803: Top row, first mud

799: Top row, second mud

804: Top row, third mud

809: Top row, fourth mud

808: Top row, fifth mud

8: Third row, first Serpent

26: Third row, second Serpent

30-31: Third row, third and fourth Serpent

13: Third row, fifth Serpent

379: Third row, first Rattlesnake

390: Third row, second Rattlesnake

394-396: Third row, third and fourth Rattlesnake

384: Third row, fifth Rattlesnake

801: Second row, first mud

798: Second row, second mud

800: Second row, third mud

797: Second row, fourth mud

796: Second row, fifth mud

24: Fourth row, first Serpent

10: Fourth row, second Serpent

47: Fourth row, third Serpent

45: Fourth row, fourth Serpent

46: Fourth row, fifth Serpent

379: Fourth row, first Rattlesnake

388: Fourth row, second Rattlesnake

381: Fourth row, third Rattlesnake

396: Fourth row, fourth Rattlesnake

393: Fourth row, fifth Rattlesnake

805: Third row, first mud

802: Third row, second mud

806: Third row, third mud

795: Third row, fourth mud

807: Third row, fifth mud

577-784: Slayer

369-376: Slayer Hook

585: Wisp Frame 1

104: Wisp Frame 2

175: Wisp Frame 3

191: Wisp Frame 4

436-437: Bomb frames 1&2

789-790: Bomb frames 3&4

757-764: Tar Technician

781-788: Citizen 1/2

569-576: Mud Coordinator

561-568: Halph

553-560: Goblin King (Frame 2)

773-780: Negotiator/Instructor

Wall shadows are arranged in a 1x7 row, relevant to walls N, W, and NW. X means wall, _ means floor. Bottom-left _ is floor in question.
 __ __ __ __ __ __ __ 
|_X|X_|__|XX|X_|XX|_X|
|__|__|X_|__|X_|X_|X_|


109: First wall shadow

111: Second wall shadow

126: Third wall shadow

141: Fourth wall shadow

143: First wall shadow

156: Sixth wall shadow

159: Seventh wall shadow

1185-1192: Tar Baby (Frame 1)

519-520: The first two sword slashes. They are arranged in NW-N, N-NE, etc.

652-657: The last six sword slashes.

1193-1200: Tar Baby (Frame 2)

1217-1224: Seep (Frame 1)

1201-1208: Mud Baby (Frame 1)

1225-1232: Seep (Frame 2)

1209-1216: Mud Baby (Frame 2)

1233-1240: Active Evil Eye

****************************************************************
5. How to make your pictures work
****************************************************************

In order to your tilesets work when inserted into drod, you will want to use the following filetype:

.PNG

.JPEG, .JPG, and .BMP also work, but PNG is the generally accepted best image type.

Your tiles must always be 22x22. I suggest adding gridlines in your editor. If they are not, JtRH will use 22x22 squares anyway. To avoid seeing a double effect, try to keep in touch with the 22x22 restriction.

Some tiles (Just about every tile except for any sort of wall tile) can have transparency. There are two requirements for transparency:

The transparent color is RGB(192,192,192)
At least one corner pixel is transparent.

Your image merely needs to fit the above requirements, and then, coupled with the proper .tim file and drod.ini entry, your modding should be fine.

****************************************************************
6. The rest of the stuff
****************************************************************
Things to do: Non-modular mods (including a guide with the tim numbers for each tile in the default tileset).

Special Thanks to Adam Peterson AKA AlefBet for his providing us all with tilesets and .tims to work from.

Feel free to use this anywhere under the following three conditions:

1. Attribute it to me (coppro of DROD Forums)
2. Do not remove anything (Feel free to add as long as it isn't derogatory or anything like that)
3. Explain these three terms.

You can reformat it or add your own section without my permission. Images are fine too.

[Last edited by coppro at 01-11-2006 12:35 AM]
01-04-2006 at 06:09 AM
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Banjooie
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....now, how do you make GeneralTiles transparent ingame?

*mods up*

[Last edited by Banjooie at 01-04-2006 07:45 AM]
01-04-2006 at 07:41 AM
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Chaco
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Me give mod! ;)

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01-04-2006 at 11:57 AM
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coppro
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when modding tiles, a color of RGB 192,192,192 (Hex:c0c0c0) is the transparent color. Also, a nonused tile is normally red, although it doesn't matter.

[Last edited by coppro at 01-04-2006 03:33 PM]
01-04-2006 at 03:32 PM
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gamer_extreme_101
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Looking good, coppro! Would you mind if I made a couple of formatting changes to it and throw it up onto the new site?

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01-04-2006 at 04:14 PM
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coppro
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Sure. I didn't post this here so that I could refuse other people's offers to put it on thier site. I'll be adding GeneralTiles soon.
01-04-2006 at 04:36 PM
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Tim
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coppro wrote:
I didn't post this here so that I could refuse other people's offers to put it on thier site.
Just to inform you, gamer is not talking about "his" site, but more of their "real soon now" official DROD site (the link on the top right of this page, with that picture of a ship).

By the way, very interesting post!

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[Last edited by Tim at 01-04-2006 05:32 PM]
01-04-2006 at 05:32 PM
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coppro
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I figured that after the post and didn't bother to edit it.
01-04-2006 at 05:35 PM
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Banjooie
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That's the weird thing. My transparent bits ARE 192/192/192, they're just...not showing up transparent ingame.

The furthest upperleft pixel is 192/192/192, I've tried setting it to 256 colors, and having 192/192/192 as palette option 0, 1, all sorts of things. I'm kinda confused.
01-04-2006 at 07:14 PM
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coppro
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Are they set to transparent in the image editor? I'm pretty sure that DROD chokes on alpha. Also, if you aren't already using them, try .png.
01-04-2006 at 07:27 PM
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Banjooie
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Uh, I've set it to be transparent in the image editor before, I've set it to /not/ be transparent before, and yes, I'm using .png.


01-04-2006 at 09:47 PM
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AlefBet
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Hmm. From my knowledge of the code, you should be all right if you use .png without an alpha layer, use 192x3 for your transparent color, and make sure at least one of the corners is a transparent pixel. If you're doing all those things and still getting no transparency, it sounds like a bug. This is assuming you're trying to make a tile transparent that can be transparent. For example, transparency won't work on walls or doors in any event.

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01-04-2006 at 09:57 PM
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coppro
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icon Re: Tile Modders Rejoice (+1)  
Finished my comprehensive guide to both .tims (which was my original intention).

[Last edited by coppro at 01-04-2006 10:31 PM]
01-04-2006 at 10:04 PM
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Banjooie
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Well, if any of you fancy folk want to download that and tell me what's wrong with it, I'll really appreciate it.
01-05-2006 at 01:02 AM
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eytanz
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Which are the tiles you're having problems with?

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01-05-2006 at 01:11 AM
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mrimer
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Banjooie wrote:
Well, if any of you fancy folk want to download that and tell me what's wrong with it, I'll really appreciate it.
I placed your GeneralTiles.png (make sure it's called this, unless you've changed the General entry in the drod.ini file) into my JtRH's Data/Bitmaps directory and everything looked correct. That is, your sprites look properly transparent.

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01-05-2006 at 01:14 AM
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Banjooie
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.....checking my drod.ini, it would appear that if I run the transparent tar mod after the generaltiles mod, like

General=GeneralTiles
General=transparent

then the tar remains transparent, but the generaltiles doesn't.

I'm going to remove my attachment now, and I feel like an idiot for not having thought of that.
01-05-2006 at 01:27 AM
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eytanz
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Banjooie - It's still not entirely clear what tiles you were talking about that didn't work, and what the relationship to the tar was. Could you please explain, just in case there is a bug in how DROD handles transparency when there are multiple generaltile files?

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[Last edited by eytanz at 01-05-2006 04:26 AM]
01-05-2006 at 04:24 AM
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Banjooie
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The first mod, GeneralTiles, well, it's a total and complete redo. Everything is being redone, I'm changing everything in Alefbet's GeneralTiles public domain thing. Not a single one of those tiles were transparent.

The second one is Doom's tar transparency mod, which I applied in the line under. The tar tiles WERE all transparent, and gleefully so.

That help?
01-05-2006 at 07:48 PM
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Someone Else
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Just so you know coppro, half of the stuff is repeated.
01-11-2006 at 12:26 AM
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coppro
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Thank you. I thought I had fixed that.
01-11-2006 at 12:34 AM
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