Making custom tileset

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Twotricks
Posts: 3
Joined: Tue May 18, 2010 10:04 am

Making custom tileset

#1 Post by Twotricks »

Hi all

I would like to make custom tileset for T-Engine4 / ToMe 4

But i know nothing about programming (yes , just graphic) , and i could not find any guide or tutorial explaining how to change the graphics.

Can somebody please explain me how I go about this ?

paboperfecto
Wyrmic
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Location: New Mexico

Re: Making custom tileset

#2 Post by paboperfecto »

It looks like each object has the image embedded in it....in other words there isn't a central location to change it. You'll need to find the object and change the image for each object.

One example, walls:
In the file /game/modules/tome/data/general/grids/basic.lua you'll find this entry:

newEntity{
define_as = "WALL",
name = "wall", image = "terrain/granite_wall1.png",
display = '#', color_r=255, color_g=255, color_b=255,
always_remember = true,
does_block_move = true,
can_pass = {pass_wall=1},
block_sight = true,
air_level = -20,
dig = "FLOOR",
}

Change the image to reflect where it is in the "/game/modules/tome/data/gfx" directory.

I would assume that you could add an image to a monster and it would display fine, but they don't have monster images as of yet. For example in /game/modules/tome/data/general/npcs/bear.lua you could add an image = "monsters/basic_bear.png" tag and all bears would have that same image. If you go down to black bear you could override it there and load a different image for black bears.

darkgod
Master of Eyal
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Re: Making custom tileset

#3 Post by darkgod »

Hi,

If you are a graphic artist I'd be delighted to work with you to provide full graphical tiles :)

As paboperfecto said, the link from entities to images are in data/general/*, and the images themselves in data/gfx/
All entities (terrain, trap, object, monsters) obviously support graphics.
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

Twotricks
Posts: 3
Joined: Tue May 18, 2010 10:04 am

Re: Making custom tileset

#4 Post by Twotricks »

I would be delighted to offer my assistance in making the tileset :D

Here is something i was working on , for a roguelike project that never seen the light of day :(

Image


We were going for old school , Amiga 500 look. Very pixelated.

Naturally it might not suit TOME , i am completely open to suggestions. :)

darkgod
Master of Eyal
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Location: Angolwen
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Re: Making custom tileset

#5 Post by darkgod »

Ah yes :)

The few tiles currently used are from david gervais tileset, with some hand modificatios by myself.
The floor tiles floor good enough for now, so you could try your hand at the monsters & objects.
32x32 is the good format, the 16x16 display is done by OpenGL scaling the texture directly.

You could start with the monsters found in Amon Sul first.
They are all in game/module/tome/data/general/npcs/*
And game/module/tome/data/zone/*/npcs.lua will indication for each zone which monsters are available, and also define the boss, which should probably always have its own unique image.
So for amon sul you would need to do:
rodent, vermin, molds, skeletons and snakes.

Each file has first a generic monster template, if you define an image here all monsetrs using it will have it unless you specify a specific one for them as paboperfecto said.

I plan on allowing animations later too but that's later :)

Thanks!
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

Twotricks
Posts: 3
Joined: Tue May 18, 2010 10:04 am

Re: Making custom tileset

#6 Post by Twotricks »

Very well. :D

I shall start working on it. I am also sending you my email in pm.

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