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Cave Tileset

Author: 
Clint Bellanger
Sunday, November 14, 2010 - 01:22
Art Type: 
2D Art
Tags: 
cave
mine
mineshaft
cavern
Action
RPG
Fantasy
Raster Art
stone
Isometric
Map Tileset
License(s): 
GPL 2.0
GPL 3.0
CC-BY-SA 3.0
The authors of this content agree to license it under later versions of the licenses they selected above.
Favorites: 
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Preview: 
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A cave tileset for OSARE.  3D models pre-rendered into 2D sprites.

Features:

  • Two variety of straight, convex, concave base walls rendered four directions
  • Additional wall styles featuring spiderwebs, stalagmites, mushrooms, and mine shaft supports
  • 16 base floor tiles (best used in a repeating 4x4 grid)
  • Minecart tracks and carts
  • Floor rubble, bones, stalagmites, and stalactite-pillars
  • Simple water tiles

I have many more features planned for this tileset, but this is a good enough start to make some maps.

Note, I included a Tiled (map editor) specific tileset sprite sheet.  Tiled works best when each tile is the same size.  To operate as expected in Tiled, I flattened the water tiles just in the Tiled copy.

Plenty of Blender files attached.  One day I will make a tutorial on how to make cave walls that connect properly -- it's far easier than it might seem.

If you would like to use this tileset under different licenses please contact me.  I'll be happy to work something out with you.

(Update)

Slight tweak: using Mitch with Filter Size 1.5 gives better floor tiles than CatRom at 1.0.  It removes the slightly-light edge on tiles that reveals where the tiles are.

(Update 2)

Added clipped tiles that help in certain situations.  Various fixes to the Tiled tileset.

File(s): 
tileset_cave_1.png
cave_tileset_blender.zip
tiled_cave_1.png
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Comments

Julius
2010-11-14 03:46
Julius's picture

That is awesome... how long did it take to create this? You seem to be a one-man game dev monster ;) Pushing out one high quality thing after another in an very short timeframe.

  • reply
Clint Bellanger
2010-11-14 03:52
Clint Bellanger's picture

I started it about 12 days ago.  Worked on it three separate sessions:

  • On November 2rd I spent about 6 hours on it, testing the method to make the cave walls look right
  • On the 4th I picked it back up for 4 hours, added stalagmites and cobwebs
  • Last night & today I probably spent 12 hours adding everything else

Some of the individual objects I had done already: the minecart/tracks set is something I made a long time ago.  Same with the mushrooms.

Amazing how productive I can be after I stopped playing World of Warcraft every free moment :)

  • reply
nander
2010-11-14 06:45

Wow.. This really looks awesome. I can't wait till this tileset is used for some maps in Osare.

  • reply
Luke.RUSTLTD
2010-11-14 13:15

This looks amazing. I can't wait to see these in game.

  • reply
Tartos
2010-11-15 09:03

WoW ! I love it. I will try to make some maps with it.

For the "black" walls, do you think they could be made semi-transparent (remove 1 pixel every 2 or 3) so that we could see the character ?

Just an idea to complete this tileset : a hole on the walls to connect levels and make the cave's entrance. Rails going into the hole would be awesome :)

Edit : First testings : there is a problem with tile alignement for 3 tiles, which upper left corner is : (192,0), (192,32) and (192,832)

  • reply
Clint Bellanger
2010-11-15 10:32
Clint Bellanger's picture

I will definitely add special entrances/exits.  I also want to do ladders up and down.

Tartos: I can experiment with transparent dithering on the black walls.  It's a neat idea.  I'll have to figure out a pattern that looks okay when tiles are put together.

Also, i'm not seeing the tile alignment issues you mention.  Can you post a screenshot showing what you mean?  Note, the alignment for the water tiles might be unintuitive.  I'll post a tileset def. file soon, and we'll see if it clears up the alignment confusion.

  • reply
Tartos
2010-11-15 11:03

Sorry, there is no problem. I made a mistake in the tilesetdef, putting 196 instead of 192 as offset. Copy & paste made the error propagate.

  • reply
CyberTroll
2010-11-15 11:15

Very nice tilset !

It remember me Nashkel's mines ! (BGI) It was very frightening for me when I was a young player, I found them difficult but then with experience I found them so easy. Happy memories !

  • reply
Clint Bellanger
2010-11-15 11:57
Clint Bellanger's picture

Tartos, can you send me your tilesetdef file?  It will definitely save me some time.

  • reply
Tartos
2010-11-15 12:12

Sure, I will send it tomorrow (I will add all other tiles), with the outdoor one if you want. I will start numbering from Ox10 (16 in dec). Can I add comment ? and if possible how ?

  • reply
Clint Bellanger
2010-11-15 12:32
Clint Bellanger's picture

Tartos, actually I'll make a tilesetdef file.  I forgot about the numbering.... I'm trying to follow this basic outline:

  • 00-0f reserved for collision types
  • 10-3f for floors
  • 40-7f for walls
  • 80-bf for standalone objects
  • c0-ff for weirdly shaped items (or overflow from the previous sections)

Currently tilesetdef files can't have comments, but I can change that.

 

  • reply
jaderamiso
2010-11-15 21:16

finally i know what the tileset defs are.. :)

  • reply
Clint Bellanger
2010-11-16 02:49
Clint Bellanger's picture

The tilesetdef file for the cave

http://code.google.com/p/osare/source/browse/trunk/resources/tilesetdefs...

The tileset image for the cave

http://code.google.com/p/osare/source/browse/trunk/resources/images/tile...

An example cave map

http://code.google.com/p/osare/source/browse/trunk/resources/maps/cave_s...

Also if you look in this folder you'll find the cave_sketch.tmx file and the required Tiled tileset images:

http://code.google.com/p/osare/source/browse/trunk/tiled/

 

  • reply
Tartos
2010-11-16 08:55

I did some testing with semi transparent walls, here is the result (there is still some graphical glitches) :

 

And a randomly generated map (again some graphical glitches, I need to use the 1/2 tiles that you added lastly) :

  • reply
nander
2010-11-16 09:19

The miner was drunk while building the tracks. Other then that: Nice random maps.

@Pfunked: Any chance of getting moving minecarts in osare?

  • reply
Clint Bellanger
2010-11-19 10:31
Clint Bellanger's picture

Tartos, neat tests!  yeah my dithered backgrounds came out looking similar.  In some of my really twisty caves it made the shape of the cave quite confusing.  But I guess it doesn't hurt to include both versions of the tileset.

nander: I wouldn't count on moving minecarts.  If I made those, I'd be tempted to add elevated tracks and banking tracks and making a rollercoaster.  Then I'd be making medieval fantasy Rollercoaster Tycoon instead :P

  • reply
nander
2010-12-03 13:04

Tartos: I recognised your mouse. You're using linux, with gnome?

  • reply
Clint Bellanger
2011-01-25 15:01
Clint Bellanger's picture

A basic tutorial on how I made those walls seamless:

http://clintbellanger.net/rpg/tutorials/cave_tiles/

  • reply
Anonymous (not verified)
71.21.207.245
2011-12-29 23:42

Hi Clint.

I am currently working on as3isolib.v2 and looking to move into creating a feature-demo.  Right now I could use some input on creating or modifying these assets.  Considering you are a pro at making these assets AND utilizing them in your Flare game, I'd love to pick your brain if you have time.  If you do please send me an email ( jwopitz {at} gmail ).

  • reply
tebruno99
2012-03-14 10:21

These links are now dead,  could you post them back up somewhere?  I really love this tileset, amazing work!

  • reply

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