FreeCountry (Free DnD Mapper)

I'm having to implement an odd system for custom tile pics. All images that get loaded need to have a size suffix added to the file name. DirectX won't load textures properly unless they're 128x128/256x256/512x512 etc etc, unless you tell it what size you want to load. The only way to automate this is having each file you want to load have the pixel size in a predetermined format. It's really kinda easy, but something that'll be required, otherwise your pics are gonna look horrible, not offset correctly, or worse (cause a crash).

For example, I have a 72x72 pixel PNG file that I've appropriately called "Cobble1", so it's full filename would be "Cobble1.png" ... to work with the system, it'll have to be renamed "Cobble1_072072.png" - The first 072 tells the system that the width is 72 pixels, the second tell it that it's 72 pixels tall. So it we have a 72x144 (or a 1 inch by 2 inch tile) we'd name the file "TilesName_072144.png" That should work well enough for everyone's purposes, unless you're making one large tile that's 14 inches (or more) in either direction.

Does anyone think that's a bit much? Or is that agreeable?
 

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Hello Heruca,

The reason I haven't thought to do that is because I've defined folders as Categories (Spells, FX, Terrain, etc) in the code. Even if the folders for different sized tiles were inside categories, they would have to be parsed in a specific manner. I'll think about this some more as I polish off the free-paint segment of the program. Thanks! :D

-Tyler
 

I did an experiment with my water tile (I think it turned out well) Updated the picture at the top. I apologize for the stray cobblestone there, it's the preview-tile where my cursor was ... it just didn't screencap the cursor too. This one is sans-grid, to show that it is indeed an option if you so choose.
 


Nah, my friend, it's free. I will, however, be accepting donations from the people who find it useful :) I may sell some tile collections for it later, but Round 1 of tiles will be included, for free.
 

TogaMario said:
Nah, my friend, it's free. I will, however, be accepting donations from the people who find it useful :) I may sell some tile collections for it later, but Round 1 of tiles will be included, for free.
Very cool. I eagerly anticipate its completion.
 

I'm eagerly anticipating it too :D I added another pic at the top, to show off the newly acquired grid snapping. The scatter distance was added to, so you can choose the maximum distance (in pixels) of your scattering paint option.
 

TogaMario said:
I'm eagerly anticipating it too :D I added another pic at the top, to show off the newly acquired grid snapping. The scatter distance was added to, so you can choose the maximum distance (in pixels) of your scattering paint option.
What's the difference between scatter distance and scale?
 

Scatter Distance causes an drawing offset that's random and scale is size of the drawn tile. So when you have the scatter option enabled, the tile will buzz around the mouse pointer offseting at random X and Y coordinates (between the value you set).
 

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