With the new map format, I think some tileset will be bundled with the game. (At least those from the map bundled)
How are we going to use them? Some source texture will have to used?
About tileset
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Not really tileset. But, as I have understand, the texture used by the map can be stored separatly.
Now, when you compress your map, it make a texture with tile wich are 32*32. So, I assume you can use this file to create another map.
(2 green map can certainly share some tile, and even more if they have been made with some similar texture.)
Now, when you compress your map, it make a texture with tile wich are 32*32. So, I assume you can use this file to create another map.
(2 green map can certainly share some tile, and even more if they have been made with some similar texture.)
end users
hang on a minute, if they're not standardised, isn't this a really bad idea?Torrasque wrote:Not really tileset. But, as I have understand, the texture used by the map can be stored separatly.
Now, when you compress your map, it make a texture with tile wich are 32*32. So, I assume you can use this file to create another map.
(2 green map can certainly share some tile, and even more if they have been made with some similar texture.)
What I mean is you create a new map called Cheese, which is based on some textures from another map, Dairy. I d/l Cheese and don't discover till I'm in game that the thing doesn't work.
Now imagine after people have created a few different maps you're maybe going to get maps with textures from five or sixl different other maps and if you're missing any one of them you don't get to use the map you just d/l.
I can only see this working if all the textures are d/l separately from the maps, AND the map tells you exactly what textures it needs in a readable text file.
Or am I missing something.
I do like the idea of a more efficient format though =)
Munch
munch : there will be tileset bundled with the game, so every body will have them.
Now, it the map maker want to use some exotic one, he juste have to informe user.
This already happen in TA, when you need to download additional tileset for some map. (remember that with the new map file, the tileset texture can be separated from the map file.)
I just ask to make some generic tileset, to bundle them with Spring, and to give a way to use the efficiently.
Now, it the map maker want to use some exotic one, he juste have to informe user.
This already happen in TA, when you need to download additional tileset for some map. (remember that with the new map file, the tileset texture can be separated from the map file.)
I just ask to make some generic tileset, to bundle them with Spring, and to give a way to use the efficiently.
Erm, no, in TA you do not require the tilesets to run maps... in TAK you did though. And that is why TAK's map format is superior to TA's: rather than having EVERY map take multiple megs like TA, you had a few common files which were rather large, but maps which only came out to be a few hundred KB in TAK...
Spring would just be taking this one step further. If a mapmaker wanted to make a green map, for example, he could just reference the green texture package that ships with the game. His map would be drastically smaller in filesize.
However, a mapmaker who wanted to make a cheese map would just include his custom texture package with his map. It's very simple, really.
Spring would just be taking this one step further. If a mapmaker wanted to make a green map, for example, he could just reference the green texture package that ships with the game. His map would be drastically smaller in filesize.
However, a mapmaker who wanted to make a cheese map would just include his custom texture package with his map. It's very simple, really.