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Where's the water tiles?

Posted: Wed Jul 17, 2002 6:17 am
by mitt321
Do bodies of water exist in the post-war time 8O
I have found the MUD tiles ,but was wondering if
anyone is working on actual water " looking" tiles?
As in rivers or just standing water.
Anyway, just wanted to see if anyone is working
on something like this..

TM

Posted: Wed Jul 17, 2002 6:23 am
by Red

Code: Select all

Generic tiles/Generic floors/Water
Generic tiles/Generic floors/WalkOnWater
Closest I know of and I know they ain't really water looking...

Course I only have the demo version so there might be others hidden in the full :P

Posted: Wed Jul 17, 2002 6:40 am
by mitt321
Yea, that's the water tiles I'm calling MUD.

I haven't worked with you tile/sprite editor, much.
Because, well, I really haven't took the time to
learn much about making and editing sprites.
And by the time I figure it all out, some one else
will have one out.

Any good links to goto for sprit editing?

Posted: Wed Jul 17, 2002 7:02 am
by Red
Someone else will have what out? A new sprite editor? Bahah, yeah right.

It can edit tiles, but it's main prupose is viewing... It's much easyer to use my viewer to browse the tiles then it is in the original editor...

I'm quite certain there are no real "water" tiles, and for your mud reference, well, I figured you stumbled upon the "mudcracked" or whatever...

Posted: Wed Jul 17, 2002 7:37 am
by Section8
That brown murky water is the best we've got. It would've been nice to have them animated, but I think they were toned back to ease back on the redraw.

Posted: Wed Jul 17, 2002 8:15 am
by mitt321
no, no I'm not talking about your editor ......

"Someone else will have what out? A new sprite editor? Bahah, yeah right"


I was refering to my topic, the water tile.
I think you're the only one that took the time to
make an editor. And I'm very greatful for that.
I try to read all your post, and thank of you as
one of the top guys on this forum.

Anyway, I don't want you to get me wrong.
It was about the tile .

TM

Posted: Wed Jul 17, 2002 8:53 am
by Red
OH a new water tile? That'd be great :) Specially with tools to make them though it seems problems remain.

As for me being top, I know about the formats and how to make the "layout" fo a map, but don't go asking me about making campaigns nor scripting the dang thing. The scripting in FO:T simply digusts me... being a programmer I find it annoying and nothing but intuitive.

Posted: Thu Jul 18, 2002 7:35 pm
by Flamescreen
I'm thinking in -at least attempting- converting some of these "mud" water tiles to real water ones, but it will take time, since I have other obligations right now, and the unbearable heat here is killing me. So if you can wait long enough...

Posted: Thu Jul 18, 2002 7:49 pm
by Jimmyjay86
Methinks it would be as simple as making them a bluish color instead of brown.

Posted: Thu Jul 18, 2002 9:54 pm
by Flamescreen
My thoughts of it are identical. but it could be more than that. I'll see in the process, I guess.

Posted: Thu Aug 15, 2002 4:10 am
by Stealth Rabbit
Hmm, as I recall, in fallout and FO2, there was water when you went near the coast. But, in FOT, when you go near one of the great lakes that is near Brahmin Wood, there is no water. So, besides the tiles mentioned, I dont think there is any water.

Posted: Thu Aug 15, 2002 3:18 pm
by Flamescreen
Shouls be, its not difficult to make the tiles, but the funny thing is, they much the mud tiles but not each other(a rough outline appears). I think I've found a way to correct this, but for now I'm concentrating on something else. More an a later day. Btw, since we forgot to Mention, a Polish guy(who just vanished eventually) made Spray, a Sprite editor. Red plans on including one with his tool also.

Posted: Thu Aug 15, 2002 9:13 pm
by OnTheBounce
Has anyone given any thought to simply making a transparent water tile? You could use them as a layer over other terrain (e.g. the muddy water tiles) and then place a death trap entity w/a long damage interval in it. (Too bad that FoT doesn't have a variable movement cost for terrain...)

OTB

Posted: Thu Aug 15, 2002 9:30 pm
by Flamescreen
Yes you did :P
When we were talking with that guy that wanted to do the space map remember? :)

Posted: Thu Aug 15, 2002 10:15 pm
by Red
It never occured to me before OTB's post, but you could make that water "overlay" simply by offsetting the new water tile one "unit" (to avoid having overlayed tiles) and make it ethereal (so people don't suddenly hover over water... We're not playing Jesus the Tactical Game here... Although it'd be a bit like it since you'd still walk on water...). Basically make it like spraypaint but on the ground...

As I mentioned a while ago, this can't work if you plan to walk IN water because the tile wouldn't be "cut" properly when the sprites travel into it...

Posted: Fri Aug 16, 2002 4:39 pm
by OnTheBounce
Red wrote:We're not playing Jesus the Tactical Game here...
If we were, would we use fish or iquana-on-a-stick to feed the masses? :mrgreen:

Flamescreen: Yes, I remember that conversation. (It's too bad that that campaign was canned. Aside from some technical issues I think it could have been quite interesting.) I don't recall if I suggested the exact same solution, tough. I remember the deathtrap entity, but I think we were looking into making cubic tiles to represent the water. What I'm suggesting now is tiles w/a height of one world unit/elevation that could be layed over a muddy floor at however many levels above the floor as was necessary.

OTB

Posted: Fri Aug 16, 2002 8:07 pm
by Red
OnTheBounce wrote:could be layed over a muddy floor at however many levels above the floor as was necessary.
Can't really do that... That is you can do it, but as soon as a sprite "enters" the water the tiles will look all screwed up...

Here's a crappy ASCII of it

Code: Select all

.     \    /  \    /
.
.       \/      \/
.       /\      /\
. \    /  \    /  \    /
.     /    \  /    \
.   \/      __      \/
.   /\     |oo|     /\
.  /  \_____\/_____/  \    /
. /   3____.  .____E   \
./      \/ |  | \/      \/
.\      /\ |  | /\      /\
. \    /  \|  |/  \    /
.  \  /    \  /    \  /    \
.   \/      \/      \/
.   /\      /\      /\
.     \    /  \    /
. /    \  /    \  /    \
.       \/      \/
.       /\      /\ 
.
.     /    \  /    \
Notice how the... um... groin area would follow the tile's border instead of being a traight line... The problem would actually be worst when you're somwhere where the "top" of the tile uis the as then you'd have the tile kinda "poking" into the sprite... I'm not making another ascii to show that though :D

Posted: Fri Aug 16, 2002 8:17 pm
by Section8
That's some fucking good ascii there :P

Because sorting is going to be a problem, you could always break the tiles into 1x1 units, and it would give a jagged edge, but a slightly better result than standard 6x6 floor tiles. Or, if you were enterprising enough, you could probably render the tiles so that when they sort you get a nice straight line, but it would require a great deal of forethought and testing.

Posted: Fri Aug 16, 2002 9:00 pm
by Red
For the straight line idea, you'd still need them to be 1x1, otherwise while the player is running up/down on the screen, he'd kind bob in and out of water, which isn't necessarely bad but when he's left-right, he wouldn't bob... It's either both bob, or both don't...

Posted: Sat Aug 17, 2002 12:19 am
by OnTheBounce
Why not just work it like the Plain Dirt and Cliff Edge tiles? That is, to have 6x6 as well as some smaller tiles to fill in the edges with?

OTB