experimenting with a more stylized artstyle - the ground tiles are based on an earlier version of these tiles.
the rock wall is a quick sculpt using blender 2.81 new remesher, this tile has still a few issues, but texturing was really fast - using the pointiness attribute and some ao...
it looks cool, could be even used for my new mod using a new artstyle, the only thing is that I need to change few things for this...
i made even better rock walls, there are some more elements to be added soon
updates on the rock walls, added a second one, polishing and a lot of material experimenting...
Yes,I make the whole game in this new style. I have seen the HD version of the ogre too.
its a weird color for a pc
experimenting with a more stylized artstyle - the ground tiles are based on an earlier version of these tiles.
the rock wall is a quick sculpt using blender 2.81 new remesher, this tile has still a few issues, but texturing was really fast - using the pointiness attribute and some ao...
it looks like I need to update my tiled version - I have still 1.03, looking soon
edit: updated and saw the numbers, even they were in the old version too...
is there a way to fix this in tiled if this happens?
Also the whole thing with the order of these tileset was an experiment, as I already read something about IDs in this document: https://github.com/flareteam/flare-engine/wiki/Creating-a-Map-in-Tiled
i created another testmap, where I loaded another tileset first, this swapped my grass and sand tiles ingame...
works...
the text data (content from "data=" replaced with "*numbers*" to shorten the message)
[header]
width=80
height=40
tilewidth=128
tileheight=64
orientation=isometric
hero_pos=32,16
tileset=tilesetdefs/sand_128x64.txt
title=Testmap
[tilesets]
tileset=../../../tiled/wandercore/tiled_collision_HD.png,128,64,0,0
tileset=../../wandercore/images/tilesets/grass_medium_128x64.png,128,64,0,0
tileset=../../wandercore/images/tilesets/sand_128x64.png,128,64,0,0
[layer]
type=background
data=
*numbers*
[layer]
type=object
data=
*numbers*
[layer]
type=collision
data=
*numbers*
update: i tried adding this to the tilesetdef, but this crashed my game, here the first lines of this file
# medium grass
[tileset]
INCLUDE tilesetdefs/sand_128x64.txt
img=images/tilesets/grass_medium_128x64.png
#row 1
tile=16,0,0,128,64,64,32
tile=17,128,0,128,64,64,32
tile=18,256,0,128,64,64,32
...
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