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Tileset Builder for OpenRA and RA
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Katz
Disk Thrower


Joined: 01 Sep 2007
Location: Russia, Katzburg

PostPosted: Wed Jan 25, 2012 9:08 am    Post subject:  Tileset Builder for OpenRA and RA Reply with quote  Mark this post and the followings unread

New Tileset builder

Features:
- You can specify palette for image
- You can create new tileset in any moment
- Preloading terrain type defaults
- Editable tileset properties
- Fixed XCC Mixer compatibility (only for 24x24px tiles)
- Fixed magic typo

Sources included

Warning! RA was support only tiles with size 24px



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Tileset Builder for OpenRA and RA
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 Description:
Tileset Builder for OpenRA and RA

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Wed Jan 25, 2012 8:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

g/j! Smile

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Wed Aug 21, 2013 10:41 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't think you can really give terrain the terrain type of "tree", "wall" or resources...

I have these terrain types identified...

Code:
0    Unused cell. Used as [Clear] on 1x1 with multiple entries.
3    [Clear] Normal clear terrain.
6    [Beach] Sandy beach. Can't be built on.
8    [Rock]  Impassable terrain.
9    [Road]  Units move faster on this terrain.
A    [Water] Ships can travel over this.
B    [River] Ships normally can't travel over this.
E    [Rough] Rough terrain. Can't be built on.

What are the supposed values of these others? I got this list by looking it up in the game's exe file (RA v3.03), and the full table was this:
Code:

00 = Clear (used for missing tiles in corners of tilesets, and for 1x1 tilesets with multiple tiles in them, like CLEAR1)
01 = Clear
02 = Clear
03 = Clear (the one normally used for clear terrain in the terrain files)
04 = Clear
05 = Clear
06 = Beach
07 = Clear
08 = Rock
09 = Road
0A = Water
0B = River
0C = Clear
0D = Clear
0E = Rough
0F = Clear

So all of the missing ones just default to Clear internally. Never to Wall or Ore or something.

On that note, what support is there for RA's special 1x1-repeating terrain files? Those are the ones where one tileset file, rather than containing multiple cells forming one big block, instead contains multiple alternates of one cell. It's used for the lines on the floor in indoor maps and such, and, notably, the default clear grass/snow terrain.

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