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Thread: Creating textures from source PNGs

  
  1. #1
    KeeperFX Author mefistotelis's Avatar
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    Default Creating textures from source PNGs

    I want KeeperFX textures to be generated from a series of PNG files which would have the tiles "ordered" to make correct images.

    This should help people in modifying textures or creating new ones.

    So I need to figure out the best way to "order" texture tiles into matching images.

    This is what I currently have:

    divided_textures_01.7z

    Please let me know if feel that something should be ordered differently, or otherwise modified to make it easier to modify.

    For some textures, I don't even know where they are used, so I'm pretty sure some changes are needed.

  2. #2

    Default Re: Creating textures from source PNGs

    I like the general idea, but for the animated textures, from an artist's perspective it would be more convenient to have the different frames as different files, to prevent potential glitches arising from slightly offset textures.

    Maybe naming them with respect to the rooms they feature in, so that there essentially are

    2 ground elements (1 normal and 1 raised (for temple pool/barrack)
    xground_... (3x3 (for lair ) or 3x5 ( for torture chamber)
    xraised_... (3x3)

    2 edge elements (edge to water/ raise temple/guardpost/barrack)
    xedge_... (3x1)
    xraisededge_... (3x1)


    1 column elements (treasury/ barrack/... columns)
    xcolumn_..


    2 wall elemts for inside rooms
    xrelief_...
    xcornerl_

    and the assorted generic elements
    xwall
    xrock
    xwater



    Other than that

    xbridge_wooden features parts from 2 objects.
    the top 3 elements are used in both the guard post and the wooden bridge
    the bottom 3 elements are the sides of guard post tiles

    And i believe that
    tile xunknown1 features
    1. side of bridge tile, (claimed
    4 side side of bridge (unclaimed/white)
    5. other side of bridge

    2,3 are the sides/base of the doors

    ie for a single keeper bridge tile you have
    5 5 5
    1 X X X 1
    1 X X X 1
    1 X X X 1
    5 5 5


    for xunknown2, these are the barrack tiles
    you have
    1 - lower barrack , 2 - top/bottom of barrack column
    3 - raised barrack , 4 - bottom/ mid barrack column
    5, 6 - sides of raised platform in barrack

  3. #3
    KeeperFX Author mefistotelis's Avatar
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    Default Re: Creating textures from source PNGs

    I don't think all elements may be categorized as you described - many textures are reused. I am copying the same texture multiple times when it makes sense, but I'd prefer to keep such duplicating to minimum.

    Anyway, I will categorize what I can.

    The "unknown1" turned out to be column in library; about "unknown2" - you were right, it's barracks.

    I will divide animating reliefs to separate files. I'm still not sure about single animated textures - I mean, dividing animated water would create a lot of files (16 out of 2).

    I will publish an update when it's ready.

    One question: which texture is the hatchery floor? It seem to be very similar to wood.
    Last edited by mefistotelis; April 13th, 2014 at 23:19.

  4. #4

    Default Re: Creating textures from source PNGs

    I believe the hatchery floor is just the unclaimed ground texture.

    I see where you're coming from over duplication, but having them grouped by room would allow more room for modding, while ensuring that all textures associated with a particularly room tile correctly.

    Having related parts of the same wall/floor tile in separate files would make upgrading the image resolution (or new tile sets?) a pain unless one simply resize the existing ones and cleaned up the lines.

    Same thing essentially applies to the water/lava tiles ;

  5. #5
    KeeperFX Author mefistotelis's Avatar
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    Default Re: Creating textures from source PNGs

    Here's the 2nd try:

    divided_textures_02.7z

    Let me know what should still be changed.

  6. #6

    Default Re: Creating textures from source PNGs

    Aside from the water/lava/gold issue, which isn't necessarily an issue, I don't see any real issues.

    There are things that it'd would be nice to have, be these are really just wishes.
    1. allow the magic door to have a different texture to the temple door.
    (ideally, have the file names for the arrays referenced in a per-campaign cfg)

    2. texture sets to loaded determined in the campaign cfg (allowing more tile sets)


    What's the max resolution you're planning to support ? (I assume this is the purpose of this work)

  7. #7
    KeeperFX Author mefistotelis's Avatar
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    Default Re: Creating textures from source PNGs

    Quote Originally Posted by edorien View Post
    Aside from the water/lava/gold issue, which isn't necessarily an issue, I don't see any real issues.

    There are things that it'd would be nice to have, be these are really just wishes.
    1. allow the magic door to have a different texture to the temple door.
    (ideally, have the file names for the arrays referenced in a per-campaign cfg)
    For now I'm not doing any changes to KeeperFX, I'm just preparing a tool which creates textures for it.

    Quote Originally Posted by edorien View Post
    2. texture sets to loaded determined in the campaign cfg (allowing more tile sets)
    It is already possible to have more texture sets, you just have to prepare a new file which stores the textures, give it a new number (ie. 008) and use it in your levels.

    Quote Originally Posted by edorien View Post
    What's the max resolution you're planning to support ? (I assume this is the purpose of this work)
    Let's first divide the tiles, then we may think about further improvements.
    The tool for merging textures is able to work with resolutions up to 4096x4096.

    Anyway, I'm still not sure about some texture files. Ie. xstone_var.bmp is just a rando collection of stone-like tiles. xstone_wall_clobber.bmp could maybe be divided and placed in some room-related files, if its textures are used for rooms. And xstone_wall_temple.bmp mixes both floor and column of a temple, not mentioning the two blocks without rounded corners which I don't even know if are used.
    Also, xground_barrack.bmp stores not only barracks but also a column, which I don't know what to do with.
    Last edited by mefistotelis; April 22nd, 2014 at 23:15.

  8. #8

    Default Re: Creating textures from source PNGs

    ok in
    xground_stone_solid
    you have the
    corner room top, reinforced wall top (also raised hatchery area)
    the rest are workshop floor tiles


    in xstone_var
    you have
    claimed ground corner top,
    claimed ground corner upper middle,
    claimed ground corner lower middle,
    claimed ground corner bottom,
    dungeon heart column top
    dungeon heart column flame (small raised area on corners)

    xstone_wall_clobber
    ( middle,top (this element is also the top of the training room column)
    (middle, lowered area side, lowered area column base)
    these are the sides and column for the hatchery

    xstone_glyphs (these are the treasure room columns)
    the top 2 and bottom 2 left elements and the bottom right element make up the side of the column
    the top right is the top of the column
    i'm not sure what the middle 3 on the right and the central left one are, but there likely in the treasure room somewhere.


    its probably worth noting that columns are 5 tiles high, so where feasible it may be worth ordering them (1x5 sets)
    ( where the same or as nx5 tile sets where the same top element is used in multiple places. (with the top row blank except for 1 tile)
    Last edited by edorien; April 23rd, 2014 at 19:42.

  9. #9
    KeeperFX Author mefistotelis's Avatar
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    Default Re: Creating textures from source PNGs

    Here; I'm not completely happy with it, but I can't see anything else I could do.

    divided_textures_03.7z

  10. #10
    Dragon DragonsLover's Avatar
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    Default Re: Creating textures from source PNGs

    Quote Originally Posted by mefistotelis
    I'm not completely happy with it
    Why? What do you think should be improved?
    I like dragons! They're the center of my life! I'll never forget them...



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