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author | Stanislaw Halik <sthalik@misaki.pl> | 2023-11-03 01:13:59 +0100 |
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committer | Stanislaw Halik <sthalik@misaki.pl> | 2023-11-03 01:13:59 +0100 |
commit | ec1df0878b2f2b37055f0fce388cf9a027046c94 (patch) | |
tree | 8534555efacbb58f21d88aadc93072fc9bb66ceb /doc | |
parent | 6c7821f538d59db2059fb83fcc7f81b28b580036 (diff) |
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Diffstat (limited to 'doc')
-rw-r--r-- | doc/wall-tilesets.md | 48 |
1 files changed, 48 insertions, 0 deletions
diff --git a/doc/wall-tilesets.md b/doc/wall-tilesets.md new file mode 100644 index 00000000..42ff2fd1 --- /dev/null +++ b/doc/wall-tilesets.md @@ -0,0 +1,48 @@ +Here's what a wall tileset looks like. For reference see this RPG Codex +post: + +- <<https://rpgcodex.net/forums/threads/codexian-game-development-thread.69297/post-8726752>> +- <<https://archive.ph/uthRB>> + +Note: all textures in `floormat` are flat and unprojected. The renderer +projects then and adds any necessary effects. + +Notes on textures: + +- Can specify various seam modes. + 1. `"any"`: tiles are placed in arbitrary order. + 2. `"seamless"`: texture is made seamless from left to right, and + top to bottom. +- Can have a tint specified for it. The formula is $a C + m$. Tint is + useful to put a bit of contrast between North and West walls. +- Split into N tiles, width of 64 and height of 192 is used. +- An entire set of textures can be borrowed from a different rotation, + either optionally mirrored and with a tint added on top of it. +- Can have multiple Z levels (in Tiled parlance it's "layers"), with + optional Z = -1 layer for foundations/ground/soil. Levels are repeated + if there's more Z levels than the tileset has. + +For all NESW rotations the following separate textures are available: + +1. Wall texture. Split into N tiles to be used on ingame 64x64x192 tiles. + - The wall can be "borrowed" from a different rotation, optionally +2. Wall's "depth" texture which specifies that the wall isn't paper-thin + depending on its height. Split into N variants, typically N can be 1 + or the same amount as wall textures. +3. Inner wall layer. This can be paint, wallpaper or decals placed on + top of the wall proper. A separate depth layer cannot be specified. + Can be partly transparent (decals such as grafitti) or translucent + (weathering marks made out of Perlin noise, etc). +5. Corner decorations for beginning and end of the wall. For a right + angle of N+W walls, end decoration of N and beginning decoration of W + is used. +6. Wall's side when the wall simply ends without forming a corner with a + wall from another rotation. +7. Cut-out part for windows. With a stencil mask. +8. Cut-out part for doors without a frame. With a stencil mask. + +Each texture set can be borrowed from another rotation, + +What about coordinates and which tile variant is picked? TODO + +JSON/Lisp format. TODO |