Yes indeed; these are the raw sources. Most of mu future posts in this series will be raw sources as well (sand, silt, stonework, etc), as I never completed the set. Thanks for your note, -aq
kddekadenz - Thanks; I decided to release the drafts as PD after I'd started making the entry. I've removed the CC BY-SA note for this PD version draft. I've also remaned them to reflect their hybrid orientation thanks to surt.
I determined the height, width, and curvature of the sprite based on the iso(metric) hexes found in pixel32's world hex tileset. I stacked four such hexes on top of one-another to derive the overall outline, height, and dimensions.
Now, if what you're doing is asking, 'Could you orient this figure more diagonally to be aligned with isometric angles?', then, that would be most helpful feedback indeed. But taking your question at face value, my answer is that they're meant to be compatible with the iso hexes in the aforementioned tileset, and are built upon its grid.
For historical purposes, here follow the original notes from a packaging of these as a Torque texture pack back in 2005.
Torque Terrain Pack 1 - the wholesignal workshop - 2005
These terrains and details are for use with the standard version of the Torque engine.
The set is actually a system for bringing great detail and subtlety to your terrains with minimal resources and engine tricks: much can be done simply by mixing a variety of terrains and detail tiles in different ways. Torque Terrain Pack 1 gives you the tools to do just this.
There are 2 main folders: /details and /terrains. /details contains the greyscale tiles which overlay an entire mission area; more about these in a bit. The /terrains folder gives you tiling color terrains, and these are the key to the Torque Terrain Pack system.
If you like, you can dive right in and use these textures however you wish, ignoring the suggestions below (I always write too much explanation anyway!). We have put a lot of thought into how real-world terrain works, however, and have developed the system below to help you bring maximum realism to your Torque worlds.
Thanks, and happy worldbuilding!
- the wholesignal workshop
Terrains
Terrains are organized into several types, based on the types of soil and coverage at work in the real world:
terrains:
01_vegetation_humus
02_mud_clay_silt
03_soil_sand
04_rubble_rocks_stones
The numbers are not at random; Vegetation tiles should go 'above' muds, which should go above sands. Rubble and rocks can be used as needed, and can be appropriate at many different scales.
In any given Torque mission, you have 6 slots to fill with terrains. In this system, we think of these as Primary (rightmost) and Secondary (leftmost) slots. The leftmost 3 should be picked from these folders, depending on your mission's environment. A Jungle environment might use 2 from Vegetation and 1 from Rubble or Mud. A desert would stick with Sand and Rubble.
We recommend that you use all 6 slots in each Mission to build a realistic setting. The other 3 will be for 'Secondary' bridging materials. Perhaps you have an area that is so heavily forested that you want a very similar but slightly different vegetation tile, to blend repeating patterns. We provide, in some cases, up to 6 (!) kindred tiles for any given terrain set! So, you will see Forest01a.png .. Forest01b.png .. etc; these are clues that you can use those tiles in any order with one-another, and they will blend completely together, all coming from the same texture source.
Notes
For maximum quality at reasonable size, these tiles are saved as maximum-quality jpgs. We archive textures as 24-bit pngs, but these turn out too large for in-game purposes. Still, we strive to create the highest quality textures possible: detail quality can always be minimized afterwards, but never regained once it is lost.
Even though the present Torque engine has no way to take advantage of higher-density terrain tiles, we have included tiles at 512 pixels square along with the identical 256 px tiles (which are the size the engine needs). We have done this to give you maximum value and to let you see the amount of detail in each tile for your own studies.
Sources: All texture-source imagery is derived from our own raw texture library, made of original material. If you are concerned about future use of these textures, know that we are allowing them to be used under the Creative Commons Attribution-ShareAlike License.
These are great! I have what I guess may be a request -- I've also been really excited by the work done by pixel32 on ISO HEX tiles. These here are diamond-shaped, which is more commonly seen. But I wonder -- Do you have any plans or ability to do a set in iso hex format? I'd love to see the smoothness of your lines combined with the space-saving innovation of iso hexes...
I wanted to take a second and tell you how excellent this particular resource is. I practically created an account just to do so, though I also hope to contribute some work of my own! ^_^ But:
You have solved some real design problems when it comes to displaying an iso hex, and that alone is extremely helpful. There's huge potential here for tactical maps, fantasy mapmaking kits, and on and on. Imagine a whole Map of Middle-earth (ok, open source Middle-earth equivalent) made with these! Imagine a new and improved SimEarth! Limitless.
It's clear to me that you put a lot into your work. I've been working on an iso person to contribute to the cause, and your work is a huge inspiration for it. I hope you create a lot more in this particular style.
Note - It looks like the 8K version 'took' as the preview image after all. Enjoy!
Comments welcomed. ^_^
Yes indeed; these are the raw sources. Most of mu future posts in this series will be raw sources as well (sand, silt, stonework, etc), as I never completed the set. Thanks for your note, -aq
kddekadenz - Thanks; I decided to release the drafts as PD after I'd started making the entry. I've removed the CC BY-SA note for this PD version draft. I've also remaned them to reflect their hybrid orientation thanks to surt.
I determined the height, width, and curvature of the sprite based on the iso(metric) hexes found in pixel32's world hex tileset. I stacked four such hexes on top of one-another to derive the overall outline, height, and dimensions.
Now, if what you're doing is asking, 'Could you orient this figure more diagonally to be aligned with isometric angles?', then, that would be most helpful feedback indeed. But taking your question at face value, my answer is that they're meant to be compatible with the iso hexes in the aforementioned tileset, and are built upon its grid.
- aq
For historical purposes, here follow the original notes from a packaging of these as a Torque texture pack back in 2005.
Torque Terrain Pack 1 - the wholesignal workshop - 2005
These terrains and details are for use with the standard version of the Torque engine.
The set is actually a system for bringing great detail and subtlety to your terrains with minimal resources and engine tricks: much can be done simply by mixing a variety of terrains and detail tiles in different ways. Torque Terrain Pack 1 gives you the tools to do just this.
There are 2 main folders: /details and /terrains. /details contains the greyscale tiles which overlay an entire mission area; more about these in a bit. The /terrains folder gives you tiling color terrains, and these are the key to the Torque Terrain Pack system.
If you like, you can dive right in and use these textures however you wish, ignoring the suggestions below (I always write too much explanation anyway!). We have put a lot of thought into how real-world terrain works, however, and have developed the system below to help you bring maximum realism to your Torque worlds.
Thanks, and happy worldbuilding!
- the wholesignal workshop
Terrains
Terrains are organized into several types, based on the types of soil and coverage at work in the real world:
terrains:
01_vegetation_humus
02_mud_clay_silt
03_soil_sand
04_rubble_rocks_stones
The numbers are not at random; Vegetation tiles should go 'above' muds, which should go above sands. Rubble and rocks can be used as needed, and can be appropriate at many different scales.
In any given Torque mission, you have 6 slots to fill with terrains. In this system, we think of these as Primary (rightmost) and Secondary (leftmost) slots. The leftmost 3 should be picked from these folders, depending on your mission's environment. A Jungle environment might use 2 from Vegetation and 1 from Rubble or Mud. A desert would stick with Sand and Rubble.
We recommend that you use all 6 slots in each Mission to build a realistic setting. The other 3 will be for 'Secondary' bridging materials. Perhaps you have an area that is so heavily forested that you want a very similar but slightly different vegetation tile, to blend repeating patterns. We provide, in some cases, up to 6 (!) kindred tiles for any given terrain set! So, you will see Forest01a.png .. Forest01b.png .. etc; these are clues that you can use those tiles in any order with one-another, and they will blend completely together, all coming from the same texture source.
Notes
For maximum quality at reasonable size, these tiles are saved as maximum-quality jpgs. We archive textures as 24-bit pngs, but these turn out too large for in-game purposes. Still, we strive to create the highest quality textures possible: detail quality can always be minimized afterwards, but never regained once it is lost.
Even though the present Torque engine has no way to take advantage of higher-density terrain tiles, we have included tiles at 512 pixels square along with the identical 256 px tiles (which are the size the engine needs). We have done this to give you maximum value and to let you see the amount of detail in each tile for your own studies.
Sources: All texture-source imagery is derived from our own raw texture library, made of original material. If you are concerned about future use of these textures, know that we are allowing them to be used under the Creative Commons Attribution-ShareAlike License.
These are great! I have what I guess may be a request -- I've also been really excited by the work done by pixel32 on ISO HEX tiles. These here are diamond-shaped, which is more commonly seen. But I wonder -- Do you have any plans or ability to do a set in iso hex format? I'd love to see the smoothness of your lines combined with the space-saving innovation of iso hexes...
http://opengameart.org/content/pixel-world-hex-tileset
Keep up the great work,
- aqaraza
I wanted to take a second and tell you how excellent this particular resource is. I practically created an account just to do so, though I also hope to contribute some work of my own! ^_^ But:
You have solved some real design problems when it comes to displaying an iso hex, and that alone is extremely helpful. There's huge potential here for tactical maps, fantasy mapmaking kits, and on and on. Imagine a whole Map of Middle-earth (ok, open source Middle-earth equivalent) made with these! Imagine a new and improved SimEarth! Limitless.
It's clear to me that you put a lot into your work. I've been working on an iso person to contribute to the cause, and your work is a huge inspiration for it. I hope you create a lot more in this particular style.
Thanks for all you do!
- aqaraza