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| Tiles0.bmp , tiles1.bmp, tiles2.bmp http://miragesource.net/forums/viewtopic.php?f=210&t=3182 |
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| Author: | El_Dindonnier [ Wed Dec 19, 2007 10:39 am ] |
| Post subject: | Tiles0.bmp , tiles1.bmp, tiles2.bmp |
How to have more tiles ? (tiles0.bmp, tiles1.bmp, tiles2.bmp etc..............) Can I help me please ? Thanks you in advance, El_Dindonnier |
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| Author: | Robin [ Wed Dec 19, 2007 6:08 pm ] |
| Post subject: | Re: Tiles0.bmp , tiles1.bmp, tiles2.bmp |
Advice: Don't do it the way Elysium, and thus most other engines, do it. Loading 200mb+ of graphics is not the best way to make your game good. |
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| Author: | Lea [ Wed Dec 19, 2007 6:15 pm ] |
| Post subject: | Re: Tiles0.bmp , tiles1.bmp, tiles2.bmp |
To do that, just copy the code for the tileset once for each set and give them different names. You then also need to store the tile set for each layer of each tile, effectively nearly doubling your map size. A better way would be to create several complete and independant tile sets, and load and unload only ONE, if a map uses tile set 4, unload tile set 2 and load 4. Make sure to check, though, if the map uses tile set 4, and you already have 4 opened, that you don't unload and load it. |
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| Author: | Robin [ Wed Dec 19, 2007 6:20 pm ] |
| Post subject: | Re: Tiles0.bmp , tiles1.bmp, tiles2.bmp |
And re-use the same surface. I only needed to add one subroutine to change the default Mirage system. It's called re-load tileset and it's called just before you blt the map after changing maps. It simply re-sets the surfaces properties and loads the new file. |
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| Author: | Lea [ Wed Dec 19, 2007 6:56 pm ] |
| Post subject: | Re: Tiles0.bmp , tiles1.bmp, tiles2.bmp |
How does that work with mapping, robin? Did you make it so you set the tileset and the map changes? A neat idea, if each tileset was in the same order and each had the same theme (ie. grass area, mountain area, snowy area) where each had the same order, you could easily make snowy areas just by changing the tileset... |
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| Author: | Rian [ Wed Dec 19, 2007 7:02 pm ] |
| Post subject: | Re: Tiles0.bmp , tiles1.bmp, tiles2.bmp |
If you're trying to make it so that you can use multiple tilesets to map on the same map...Well. I strongly discourage that. Your game will eat tons of memory doing it like that. I've done it pretty much like Robin and Dave have said. I've got a combo box on the map properties form that lets me choose a tile set. All you have to do in modDirectX is copy and paste the map stuff, and rename for as many tile sets as you have. I took the route of Forest.bmp and Village.bmp and such. Then all you have to do is add some if statements (or select case) in bltTile and bltFringe. Then in the map done packet it, call a sub that destroys the old surface, and loads a new one if necessary when changing maps. |
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| Author: | El_Dindonnier [ Thu Dec 20, 2007 6:07 pm ] |
| Post subject: | Re: Tiles0.bmp , tiles1.bmp, tiles2.bmp |
Thanks you for you reponse. I have see the tutorial viewtopic.php?f=75&t=36 and : http://www.key2heaven.net/ms/forums/viewtopic.php?t=797 It's good |
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