øAslickproductions.org/forum/index.php?PHPSESSID=so1iojs5ocdn0o2vf0tti7fbu6&topic=1509.0e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexf3ed.htmlslickproductions.org/forum/index.php?PHPSESSID=so1iojs5ocdn0o2vf0tti7fbu6&board=16.0e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexf3ed.html.zx€õg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿȰ,0bZOKtext/htmlISO-8859-1gzip8:ÖbZÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:32:24 GMT0ó°° ®0®P®€§²ð®€õg^ÞbZ Tileset Specification

Author Topic: Tileset Specification  (Read 2039 times)

Entroper

  • Moderator
  • *
  • Posts: 235
  • Gender: Male
    • View Profile
Tileset Specification
« on: December 09, 2010, 06:43:10 PM »
This document describes how to create a tileset for Original Fantasy.  Since development is in early stages, these details are subject to change.

  • Tilesets are stored in <installation directory>/Quests/<your quest>/Graphics/Maps.
  • Each tileset gets its own directory, so a tileset called "Overworld" would be in Graphics/Maps/Overworld.
  • In the tileset directory, there is a text file with the same name as the tileset; e.g. Overworld.txt.
  • The text file is a list of tile IDs and image filenames separated by tabs.  Each line should contain one integer, a tab, and one filename; e.g. "5<tab>Tile005.bmp".  These files are very easy to edit in Excel or other spreadsheet programs.
  • The IDs are important, because map files store tile IDs.  It is possible to re-skin a map simply by replacing the tile images, and keeping the IDs the same.  The IDs can be any integer value less than 2^31, and different tilesets in the same quest may use the same IDs.
  • If you want your map to have rooms that are blanked out when you are outside of them (like FF1 does), you will need two tilesets, and they will need to use the same tile IDs.  The second tileset will be shown when you are inside a room.  The editor will make sure that your inside and outside tilesets are using the same tile IDs.
  • Currently, only BMP images are supported.  This will definitely change in the future to include GIF and PNG, and possibly more.
  • 64x64 is the preferred image size, but they can be any size.
  • Tiles within the same tileset may be different sizes, but they will all be blown up/shrunk to the same size on the map.  So if you want a tile that's just a solid color, a 1x1 image will do.
  • FF1's tiles are 16x16, so it's recommended to use at least that size.  Larger than 128x128 is definitely overkill.
  • Tile images should be square and their size should be a power of 2.  If they are not, they will probably still work, but older graphics hardware/drivers might not support them.  And of course, non-square images will be square on the map and appear stretched.

I'll keep this updated as things change, or if I need to clarify.
« Last Edit: December 09, 2010, 06:53:13 PM by Entroper »

darkmage

  • Phantom Train
  • *
  • Posts: 339
  • Skating the Razor
    • View Profile
Re: Tileset Specification
« Reply #1 on: December 28, 2010, 05:41:35 PM »
Sounds really cool so far!