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November 7th 2024, 03:54 AM
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Seseler
Peasant He/Him Heard Island And Mcdonald Islands
 
>Is there a sequential indexing to the tiles, allowing mapping via a grid in a graphics program using a 51 by 51 based grid?
The engine maps the graphics tiles (G's) to hardness tiles (H's) with a G -> H lookup table. If two different Gs map to same Hs, you editing H changes hardness for both Gs.

If you're using the WinDinkEdit Plus 2 Drone Edition (and you really should), you can see the the H of G on the right edge of the status bar (it reads something like DEF. Hard ID:123). Also if you swith to hardness mode and open the tile selector(by pressing 'E'), you'll see the H's number on the same place on the status bar.

>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?
They have the H mapped to G#0 which is hard-coded to be empty hardness (and which won't be exported by hard2png)

Also here's a numeric map of hard tile numbers. If you use png2hard to insert it to hard.dat, you can check what Gs share the H (or you could just modify the hard tile on the editor and check if any other tile's hardness changes).