Tilesets article (which could use some more details)
Posted: Mon Jun 03, 2002 8:00 pm
Slightly corrected Email to Odin (thanks to Odin for finding it ), slightly edited with more recent information:
Furthermore I discovered a few directories which need to exist, or otherwise the game will always put you back into the root (although you might like that feature...) To make the editor always find the proper directories, you'll need to make sure these directories exist:Red! wrote:Tip3a: You can make tilesets which contain the same tile more then once. The only restriction (within the FO:T editor) is that you need to select an alternate tile to add it to the list. This is great to create "random" floors for deserts. You choose the normal desert tiles say 80% of the time, and the "feature tiles" (with small rocks and such) fill up the rest of the tiles. This really looks much better then doing it manually and/or not doing it at all (the last of which can make a map really ugly).
Tip3b: Instead of making the tilesets within the editor (which doesn't even save them correctly), first make a tileset with all the tiles you'll plan to use, then save it. Open it in your favorite text editor (I recommend UltraEdit) fix the quoting problem (you need to add them), and copy-paste the appropriate tiles the number of times you want it represented in the tileset (say you want 80% sand, have 20 tiles "with features", and 8 tiles "with normal sand", then copy paste the sand tile list 10 times to get the ratio... you get the idea, I hope . Load the tileset, and use it.
- <tt>core\editor\clips</tt>
to save the clipboard stuff (this is great to save the Vault door once you've managed to patch it up) - <tt>core\editor\tilesets</tt>
to save tilesets - <tt>core\editor\triggers</tt>
to save triggers