The Dink Network

Reply to Re: New Dev File: Skeleton Gelatin

If you don't have an account, just leave the password field blank.
Username:
Password:
Subject:
Antispam: Enter Dink Smallwood's last name (surname) below.
Formatting: :) :( ;( :P ;) :D >( : :s :O evil cat blood
Bold font Italic font hyperlink Code tags
Message:
 
 
November 7th 2024, 02:21 AM
custom_simon.gif
SimonK
Peasant He/Him Australia
 
Far enough... so if I was to use the png I exported out as a test as a guide, and in a graphics program add the hardness there, then use png2hard.exe that would work?

Is there a sequential indexing to the tiles, allowing mapping via a grid in a graphics program using a 51 by 51 based grid?

I was hoping it was a case of read left to right, top down, but no... as ts01 only has the forest tiles hard at row 8 column 1 to 4, but the png has these hardness squares at row 1 column 16 and row 2 columns 1 to 3.

So how are tile squares without hardness dealt with? Like all the ones in ts01 that don't have any hardness assign by default before the forest tree floor?

Maybe I'm going to have to just finish creating the new tiles, dump them into a map, manually add hardness via WDED+, then say "bingo".