Little help with ImageMaps
by Dennis De Marco · in Torque Game Builder · 06/14/2006 (7:11 pm) · 5 replies
I have a little tile map 272x272 which comes out to 16 tiles x/y with one pixel for seperation between tiles.
www.demarco.com/~dennis/floor.png
I'm having a very hard time trying to get these imported into TGB without the yellow borders. Any tips? Tried the offsets and it's driving me crazy! When I set the tile width to 16, It changes it to 17.
www.demarco.com/~dennis/floor.png
I'm having a very hard time trying to get these imported into TGB without the yellow borders. Any tips? Tried the offsets and it's driving me crazy! When I set the tile width to 16, It changes it to 17.
#2
Thanks for your help. I was playing around with another imagemaps from the net. A classic one :)
www.demarco.com/~dennis/u6tiles.png which is a power of two 512x1024 with 16x16 sprites 32 cells by 64 cells. Still I can not set 16x16 for Cell width or height as well.
Here's a 256x1024 in 32x32 size. Also not able to set correctly. It keeps defaulting to 32x64
www.demarco.com/~dennis/u632.png
I am most likely not understanding something
06/15/2006 (11:24 am)
Dennis,Thanks for your help. I was playing around with another imagemaps from the net. A classic one :)
www.demarco.com/~dennis/u6tiles.png which is a power of two 512x1024 with 16x16 sprites 32 cells by 64 cells. Still I can not set 16x16 for Cell width or height as well.
Here's a 256x1024 in 32x32 size. Also not able to set correctly. It keeps defaulting to 32x64
www.demarco.com/~dennis/u632.png
I am most likely not understanding something
#3
If set the datablock to 32x32 (using u632.png edit the cs datablock file with notepad) after import thru the gui, and restart it now works.. If you try the GUI, the GUI keeps trying to change the x,y values incorrectly for cell size.
06/15/2006 (12:49 pm)
I think I found a bug.If set the datablock to 32x32 (using u632.png edit the cs datablock file with notepad) after import thru the gui, and restart it now works.. If you try the GUI, the GUI keeps trying to change the x,y values incorrectly for cell size.
#4
I might change this to a pref so you can configure this in your prefs... though another alternative would be to cut it up into seperate images, so your not trying to create so many images from one.
Also, your original image looks like it's almost setup in KEY mode, if you make sure that the first pixel line is the same color as your background color and set it to KEY, it should load your images in :)
06/15/2006 (12:56 pm)
The Image Builder has a value it checks against to make sure you don't make a celled image too many cells, otherwise the system will halt trying to create that many images in the preview.I might change this to a pref so you can configure this in your prefs... though another alternative would be to cut it up into seperate images, so your not trying to create so many images from one.
Also, your original image looks like it's almost setup in KEY mode, if you make sure that the first pixel line is the same color as your background color and set it to KEY, it should load your images in :)
#5
Yes, I went for broke, loaded the u06 16x16 in (about 2046 shapes) It loaded, but if clicked on the ImageMap took a good 3 minutes for that preview (That monster shape file).
I'll give the KEY mode a shot for the first one, and see how it works on the first one. I've also found some rogue like tilesets I'll tinkered around too. First shot they worked nicely.
EDIT:
Oh that key mode worked nicely. Now I am a master of cheezy 1990 tileart
06/15/2006 (1:02 pm)
Thanks Matt!Yes, I went for broke, loaded the u06 16x16 in (about 2046 shapes) It loaded, but if clicked on the ImageMap took a good 3 minutes for that preview (That monster shape file).
I'll give the KEY mode a shot for the first one, and see how it works on the first one. I've also found some rogue like tilesets I'll tinkered around too. First shot they worked nicely.
EDIT:
Oh that key mode worked nicely. Now I am a master of cheezy 1990 tileart
Torque Owner Dennis Harrington
One of the best ways I've found to create perfect tiles is to use the grid functionality in Photoshop. Set it to whatever your individual tile size is (in this case, 16x16) and then create a new image that's a power of two (128x128, 256x128, 256x256, etc.) and then paste your tiles into it and snap them to your grid.
I took the first row of your tileset and did it so you can see how much more easily they tile. You can get it here: link