Tile Editing - cxong/cdogs-sdl GitHub Wiki
General Info
- Floor/room tiles are 16x12

- Wall tiles are 16x24, exactly two tiles tall

- Tiles should be completely grey - they will be dynamically tinted with custom colours in-game. That is, their R, G, B values should equal.
- Some tiles have two colours

- they use the "alt" colour in the editor. The areas that should use the "alt" colour should be in a shade of red - no G or B values. - There are 4 types of floor/room tiles:
- normal

- shadow
- same as normal tiles but rendered when there's a wall above it, casting a shadow. In GIMP, use the Brightness-Contrast tool and set Brightness to -50. - alt1
- an alternate version of the normal tile, used for floors; a few normal tiles will be randomly turned into these - alt2
- an alternate version of the normal tile, used for floors; a few normal tiles will be randomly turned into these
- normal
- There are 16 types of wall tiles:
- o
- single pillar, no walls around it - n
, e
, s
, w
- wall ends; e.g. n has a single wall below it - nw
, ne
, sw
, se
- wall corners; e.g. nw has walls below and to its right - nt
, et
, st
, wt
- wall T-sections; e.g. nt has walls to its left, right and below - h
, v
- horizontal/vertical wall sections - x
- wall cross section, has walls all around it
- o
Refer to this ASCII diagram for the wall relations:
nw-e o
|
v n
| |
sw-h--x--ne
| |
wt-et
| |
w--nt-st-sw
|
s
- Note that wall tiles with walls below them will be half height (16x12) since the side of the wall is obscured by the wall below.
- Door tiles have variable size and are currently not tinted. Doors should have minimal colour, because there are 4 colour-coded versions corresponding to the keys. There are the following tiles:
- Horizontal doors





- Vertical doors




- these are usually skinnier than the standard 16x12 tile size, but they will be centre-aligned - Open tiles

- these are displayed when the door is open, at the feet of the doors. For single-tile vertical doors, these aren't shown because they are obscured by the wall below. - Wall tile
- these are shown on the top-most tile of a vertical wall when it is open; it represents a socket on the wall where the door slides (or retracts into?). They are variable size but will be horizontally centred and bottom aligned.
- Horizontal doors
Tips
- Make sure the textures tile properly. For continuous textures, GIMP has a Make-Seamless plugin which is a crude way of making it tile-able four-ways. For more control, e.g. two-way tiling, do this manually: copy the texture and move it so that the seam is in the middle, and paint the seam away.
- For floor tiles, use
tile/tile/as a template



- For wall tiles, use
wall/plasteel/as a template



- The lighting is from the top-left, so
- Top/left edges should be bright, top-left corners should be brightest
- bottom/right edges should be dark, bottom-right corners should be darkest
- The top of wall tiles should be brighter than the front