| 02-14-2010, 07:25 PM | #1 | |||||
EpicRPGTileset_by67chrome.blp Figured I should submit at least one of my skins here, and I think this is perhaps my most useful :) Screenshots: How to use this skin: After importing the skin re-write its path to: TerrainArt\Icecrown\Ice_RuneBricks.blp or TerrainArt\Ruins\Ruins_LargeBricks.blp I note these two tilesets because cliffs create their corresponding tile when placed, and the only two man-made cliffs with a size 2 tile are in sunken ruins and icecrown glacier. Note: with the modify tileset feature, your favorite tiles can still be used in the same map with this tile. Also, the cliff skin shown in the screenshots is not part of this skin. All tilesets have a size in the world editor, which can be viewed in Advanced->Modify Tileset. The tile size is displayed as a 1 or 2, representing the size of the skins that make up the tiles. A size 1 tile has a 256x256 skin, which largely consists of the boarder art applied when the tile is overlapping another tile. These tiles only have 2 tile variations. A size 2 tile is 512x256, and has 18 tile variations. This skin can be used to replace any size 2 tile besides just the two mentioned above. In the Modify Tileset window the order of the tiles is important and can be changed as well. As this skin is meant to be used for its tile variation it is recommended that it be shifted as far left as possible, so that it appears below all the other tiles when used (this way it has no need for borders, and any tile variant may be used with another piece of terrain.) If one tile is above another tile the tile on top will use it's boarder art and the tile below will not. Tiles further right are higher, tiles further left are lower. The boarders of this tile are solid black, and not recommended for most cases, so shift this tile as far left as possible for the best results ;) In the tile skin itself the further left a tile is on the tile skin, the rarer its appearance is. Some tiles have an appearance rate of smaller than 1%, so I would recommend creating a little tile palette so that you can copy and paste each tile. When this tile is overlapped by another tile with only two variations it can be frustrating to try to get the right variation, so this is were creating a little pallet can be useful ;) If you access the terrain palette in the world editor, and then access the selection tool, you can select terrain and use copy and paste on it. This allows you to find one of each tile and copy and paste it to a separate location, which I refer to as your tile palette. From this you can copy and paste any of the 18 tiles you choose without prejudice :D For the most part you can just un-check the "place random variation" box above the preivew screen of the tileset on the left of the world editor though, and whatever variation is showing in the little box (which you can change with the arrow keys above it) will be the variation you place down, which is very useful for covering large areas. Note: using copy and paste not only saves the tile variation, it also remembers cliff height, and elevation. It is best to place down all the tiles before changing height. Tiles placed on a lower or higher cliff level will still be remembered even if it changes the cliff level. Just raise or lower it to its intended level and the desired tile should show up. If this tileset is below all others it can also be incorporated with others to create cool effects. However, when using two tiles you will need to copy and paste two tiles, as one of the overlapping tiles will hold the tile information. When planning on combining tiles it is always a good idea to make these tiles more common (ie appear further right on the skin). While a 75% freehand rule for skin submissions at the Hive Workshop spurred me to make this skin entirely freehand, it does not prevent you from copying and pasting your favorite tiles in this skin to use in your map. You have permission to replace any of the tiles on this skin or shift their position. You can copy and paste whatever you want for those tiles as well, and it's not like it is hard to either create 1 variation you need or place it on a tile in this skin you don't. If you use at least one of the tiles you must give credit to me, 67chrome, as I drew each one freehand (Well, except the solid black one, don't think I can really lay claim to that :D). If you want a custom tileset like this one but do not have the right programs to make it, get a friend to do it for you. If you dont have any friends that can, get better friends. Same goes for creating custom skin for a cliff (cliff skin shown above not included). Creating a CnP cliff/tileset like this shouldn't even take an hour to do, so go for it. I won't make any variations of this for you though, so don't ask me. This is were the tile variations are; 1 and 2 are the most common, and 15, 16, 17 and 18 are by far the rarest. _________________________ |_1|__|__|__|_3|_7|11|15| _________________________ |__|__|__|__|_4|_8|12|16| _________________________ |__|__|__|__|_5|_9|13|17| _________________________ |__|__|__|_2|_6|10|14|18| _________________________ If you have any questions regarding creating your own tileset check out the tutorials here or at the Hive Workshop. And finally, heres my concept ;) |
| 02-14-2010, 10:43 PM | #2 |
Interesting :) Perhaps attach a DEMO map with the texture in use? On a slightly note, did you also make the stained window glass texture? Shown in this shot: http://www.wc3c.net/attachment.php?a...6&d=1266177795 +Rep! |
| 02-15-2010, 02:44 AM | #3 |
Yes, i did make that stained glass window. The wall next to it was CnP from the elven buildings, and the rest of the wall was taken from Castlevania SotN screenshots. Mostly I made this tile/tileset so that others could do the same, and if nothing else add to the variation of tiles in their maps were there should be more tiles. For that reason I have also never been motivated enough to create a freehand cliff skin, CnP works fine for me with things like that. I'm not sure if I could really clarify anything that is already in the description with a demo map, mostly you'll find out about it from reading or mucking around in the world editor, but thanks for the suggestion :) |
| 02-15-2010, 03:47 PM | #4 |
It's still really useful to have a map, also as a form of container like a zip... You should do that... BTW... You really should add to the description which parts exactly are taken from other stuff (CnP) and which parts are freehanded... |
| 02-16-2010, 11:56 PM | #5 |
This looks quite handy, really. My concerns are that in large areas, the tiles can become repetitive and the transition between different tiles seems a bit harsh and sudden. The tiles also seem to have little in common in terms of colour scheme and as such don't have the same cohesion that, say, the Ashenvale tilesets have. Still, it brings a lot of variety to the available tilesets without having to import a ton of textures. Looks cool, reminds me of old sprite-based RPGs :) ~Approved And yeah, demo map would be sweet. |
| 02-21-2010, 06:34 PM | #6 | ||
Quote:
Oh, the entire thing is freehand. The cliffs that are not what I submitted but appear in the screenshots are almost entirely CnP. Quote:
The main purpose of this tileset was to get all the man-made textures one would need in a map in one tileset, so a larger variation of building interiors and such could be created (that's primarily what I use it for anyways;). the only man-made tiles I can think of that have more than 2 variations are the large bricks from sunken ruins and the large bricks from Icecrown glacier, so essentially any man-made tile used in excess will look repetitive as well. And ya, placing this tile down with the "place random" tile checked looks horrible, only one or two should really be used in the same area. If the transition between the same tile looks noticeable it is mostly because of how wc3 blurs the textures, I spent a long time making sure each one is a tileable texture to :) Thanks for approving this, I'll see what I can do about a demo map ;) |
| 02-22-2010, 03:37 PM | #7 |
A great idea, its very useful. +rep |
| 03-30-2010, 12:36 PM | #8 |
Please submit a demo map, it does not consume a lot of time ! |
| 07-26-2010, 09:52 AM | #9 |
When I've imported this tile to my map and set the path to TerrainArt\Ruins\Ruins_LargeBricks.blp it wont work. When I've restarted WE and reloaded my map it sais "Could not load texture" and the LargeBricks tileset is gone. What to do? I can't even open the texture in War3 Model Editor. It sais the file is not a blp texture. |
