Author Topic: Tileset Editor 0.11  (Read 20522 times)

Offline Chase

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Re: Tileset Editor 0.7 Alpha (Released)
« Reply #30 on: February 22, 2014, 05:26:14 AM »
Here we go 0.8.
Version: "One does not simply write bugless code."

Download Here

Changes:
(Hopefully) removed a hard to duplicate bug involving tile index reassignment.
Made merging duplicate tiles faster. Side effect of above.

Offline StopSignal

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Re: Tileset Editor 0.8 Alpha (Released)
« Reply #31 on: February 25, 2014, 05:45:16 PM »
I need to start using this, when i get free time.

Offline ChunkOfMeat

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Re: Tileset Editor 0.8 Alpha (Released)
« Reply #32 on: February 26, 2014, 09:29:47 AM »
Why not stick the topic?

Offline Zireael

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Re: Tileset Editor 0.8 Alpha (Released)
« Reply #33 on: February 26, 2014, 10:59:46 AM »
Good point.

Offline Sean Mirrsen

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Re: Tileset Editor 0.8 Alpha (Released)
« Reply #34 on: February 26, 2014, 06:31:27 PM »
Idea/suggestion: would it be possible to make the program scan existing JSON files for tile data and assign ASCII letters/colors to all objects by default? As in, using an ASCII colorsheet like the one HRose made?
Here's an example:

http://cesspit.net/misc/source.png

It took less than two minutes to make. Done.

Offline Chase

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Re: Tileset Editor 0.8 Alpha (Released)
« Reply #35 on: February 27, 2014, 12:45:48 AM »
There are still some bugs I need to quash. So for the moment try to avoid using "Merge identical tiles". This feature has given me nothing but trouble.
« Last Edit: February 27, 2014, 01:47:33 AM by Chase »

Offline Chase

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Re: Tileset Editor 0.8 Alpha (Released)
« Reply #36 on: February 27, 2014, 01:39:55 AM »
Idea/suggestion: would it be possible to make the program scan existing JSON files for tile data and assign ASCII letters/colors to all objects by default? As in, using an ASCII colorsheet like the one HRose made?
Here's an example:

http://cesspit.net/misc/source.png

It took less than two minutes to make. Done.

That example isn't very good. But I get your idea. Something like that should be possible.
« Last Edit: February 27, 2014, 05:43:07 AM by Chase »

Offline Chase

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Re: Tileset Editor 0.8 Alpha (Released)
« Reply #37 on: February 27, 2014, 06:45:14 AM »
Ugh, OKAY. 0.9 Here we go.
Version: "Ugh, gawd, is that the time?"

Download Here

Changes:
Fixed "Merge identical tiles" menu option. Works this time for real.
Added "Generate Ascii Tiles" menu option. Generates the ascii tiles for existing entries with no images defined.
Improved "Add missing tiles" menu option. It now searches through all the json files for id/symbol/color sets to find missing ids.

Next up:
Ability to see what entries use a given tile of the tileset, and allow you to edit it.

Known Issues:
"Generate Ascii Tiles"
Background colors are not handled.
"highlight_item" may be generated twice.
"unknown" entry may not be generated.
Colors with foreground and backgrounds in the color of the json will be treated as white. I didn't know about the _ separator at the time I wrote the code, i'll fix it in 0.10.

Attempting to use an automatically generated tileset on windows causes cata to crash. I have no idea why off hand.
« Last Edit: February 27, 2014, 07:21:38 AM by Chase »

Offline Sean Mirrsen

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Re: Tileset Editor 0.9 Alpha (Released)
« Reply #38 on: February 27, 2014, 09:07:37 AM »
Okay, the ASCII generator works, but I was thinking something more along the lines of "use an existing ASCII page". In my example, I am trying to pad the RetroDays tileset with ASCII from its own source codepage:


So that the result matches the tileset, and isn't just a stopgap. It could be a useful tool to tileset makers as it'd allow them to make playable WIPs of their tilesets with only a few objects changed from their ASCII look.

Offline Chase

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Re: Tileset Editor 0.9 Alpha (Released)
« Reply #39 on: February 27, 2014, 08:01:41 PM »
Unfortunately that would only work if the size of the tileset is equal to the size of the tiles of the bitmap page in use. Which it generally isn't. This would result in stretching. I don't like stretching.
« Last Edit: February 27, 2014, 11:17:20 PM by Chase »

Offline Sean Mirrsen

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Re: Tileset Editor 0.9 Alpha (Released)
« Reply #40 on: February 27, 2014, 09:11:45 PM »
That's the whole bloody point, pardon me overzealous emphasis.

Make it only work if the tile sizes of tileset and the ASCII tilepage match. Not hard to check for by far. The point is to allow custom tilesets to plug holes with matching ASCII automatically rather than having to slog through everything. All good sets start from an ASCII page anyway, so every tileset maker should already have a tilepage in the required size available.
« Last Edit: February 27, 2014, 09:14:55 PM by Sean Mirrsen »

Offline StopSignal

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Re: Tileset Editor 0.9 Alpha (Released)
« Reply #41 on: February 27, 2014, 09:28:40 PM »
I don't like stretching.

Respect +1

Offline Chase

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Re: Tileset Editor 0.9 Alpha (Released)
« Reply #42 on: February 28, 2014, 12:35:04 AM »
Okay, number 0.10. Last I checked 10 > 9, so not a downgrade.
Version: "You are welcome to a full refund if your satisfaction is not guaranteed."

download

Changes:
Tweaked the ascii tile generator, now produces a colored rim aroudn text for its BG color.
Added a menu option to generate a black background for generated ascii.
Greatly improved the "Add missing tiles" menu item to add more of the missing tiles, now supports vehicles! Also supports psudo entries not found in json.
Figured out what was causing cataclysm to crash, an "unknown" entry with a tile is required.

Okay, stop saying things are "easy", I am the one who determines if something is to be considered "easy" or not with this program. After all I wrote it.

Also, vote time. Should I make the source to this available? It's a real mess, I wasn't actually planning to support it this far.

Offline Sean Mirrsen

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Re: Tileset Editor 0.10 (Released)
« Reply #43 on: February 28, 2014, 05:32:22 AM »
Well, I've seen how Cataclysm pulls ASCII tiles out of font data, and adapting it for bitmap ASCII graphics would be fairly easy, at least as far as I could see.
With that in mind, yes I do support the notion of making the source to this program available. :P

Offline CIB

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Re: Tileset Editor 0.9 Alpha (Released)
« Reply #44 on: February 28, 2014, 06:18:24 AM »
That's the whole bloody point, pardon me overzealous emphasis.

Make it only work if the tile sizes of tileset and the ASCII tilepage match. Not hard to check for by far. The point is to allow custom tilesets to plug holes with matching ASCII automatically rather than having to slog through everything. All good sets start from an ASCII page anyway, so every tileset maker should already have a tilepage in the required size available.

I'd like to point out that this is an extremely rude attitude toward someone who's carrying out your requests for free. Your opinion is valued, but please, do keep in mind that the person you're addressing here has absolutely no reason not to just toss their hands in the air and walk away, other than their good will and positive feedback from the community.