Tileset design

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Archived from groups: rec.games.roguelike.nethack (More info?)

 

How does one go about designing and using a graphical tileset for
NetHack?

P.

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Archived from groups: rec.games.roguelike.nethack (More info?)

 

To: Paul E Collins
Re: Tileset design
By: Paul E Collins to rec.games.roguelike.nethack on Thu Sep 15 2005 10:00 pm

> How does one go about designing and using a graphical tileset for
> NetHack?
>
> P.

just draw it like other people do it.

Reply to Corey

Archived from groups: rec.games.roguelike.nethack (More info?)

 

"Corey" <corey@tsgc.synchro.net.remove-y0d-this> wrote:

> just draw it like other people do it.

Uh, thanks. Okay:

Where is a list of the game elements?
What image format needs to be used?
How do the tiles get imported into the game?

P.

Reply to Anonymous

Archived from groups: rec.games.roguelike.nethack (More info?)

 

"Paul E Collins" <find_my_real_address@CL4.org> wrote:
>Where is a list of the game elements?
>What image format needs to be used?
>How do the tiles get imported into the game?

Read the file "win/share/tile.doc" in the Nethack source distribution.
--
Martin Read - my opinions are my own. share them if you wish.
\_\/_/ http://www.chiark.greenend.org.uk/~mpread/dungeonbash/
\ / the sweeney's doing ninety cos they've got the word to go they've got a
\/ bunch of villains in a shed up at Heathrow -- Squeeze, "Cool For Cats"

Reply to Anonymous

Archived from groups: rec.games.roguelike.nethack,misc.misc (More info?)

 

Paul E Collins wrote:
> How does one go about designing and using a graphical tileset for
> NetHack?

Based on the errors I found rife in at least one
tileset, by all means figure out how to do the
drawing of each tile as a separate image, not to
draw all the tiles on one huge image; too many
tile-edge-trespasses happen that way. Piecing the
tiles together will be tedious, afterwards, though,
and some software to help would be nice.

Also an issue, if you are trying to build tiles with
a minimal set of colors, like the original NetHack
ones that work with the ASCII-to-image-format conversion
loop, is that you can accidentally add extra colors with
each tile, unless you choose your palette of colors first,
once and for all. Stuff like scaling images smaller, can,
at first paradoxically seeming, add more colors too, as
blends of the existing colors.

So, to repeat, two good strategies are to somehow avoid
drawing across tile boundaries, and to somehow limit the
size of the color space, which lets (indexed-mode) tiles
be stored in smaller files.

xanthian.

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