Landscape Texture Constraints
Introduction
See File Conversion Graph for details on the build process.
Small and Large Textures
Transition Textures
Results in this tile being displayed.
This is the 48 alpha bitmaps you need to build your bank.
Orange pixels are alpha=255 and black pixels are alpha=0.
Bitmap Check
- 128x128 bitmaps must have the same top and bottom pixel row.
- 128x128 bitmaps must have the same left and right pixel column.
- 256x256 bitmaps must have two times the 128x128 pixel row at top and bottom.
- 256x256 bitmaps must have two times the 128x128 pixel column at left and right.
- Two transitions with the same kind of border must have same pixel border. For example, check the transition 0 right border and transition 1 left border. They have the same type. So, the right pixel column of transition 0 must be the same than the left pixel column of transition 1.
A Border is a band one pixel wide that follows the edge of the ENTIRE image.
Naming Conventions
The name is broken into two parts [NAME][ID].tga :
- The [NAME] section can be anything you want but if you want to make a set of one texture for batch loading such as transitions the filename would be exactly the same except the [ID] part.
- The [ID] part of the texture name is a two digit number defining the tiles order id which sets the place the tile will occupy in the tile set this also can be referred to as the tiles priority.
Here is an example of the correct order the different transition tiles should be loaded in.
Creation in Gimp
Here is one way to create them reasonably quickly using Gimp.
Once you have done this, all the border tiling requirements will be met for the tile editor.