Tile Editor

Mapping & modding Fallout Tactics and reviewing maps thereof.
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Chaos
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Tile Editor

Post by Chaos »

i havent been here in a while but is there any hope that the tile editor will still be released please someone say yes i really want this because then i would really be able to improve upon my maps. thx
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Post by Jimmyjay86 »

Check out the topics in this forum with the title of Red!Viewer. Your dreams have been answered.
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Post by Red »

Funny he missed it... I mean it's ther on NMA and DaC and this forum, and yet he still missed it.

Well, he doesn't know "Red!Viewer" can actually edit tiles I guess....
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Post by Flamescreen »

Well, last time he visited here we were talking about the tile editor and several topics had that title, so it's not difficult to get comfused. Still, it's a usual mistake happening in forums that people post before reading every topic, so that's probably the case here.
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Post by War Bringer »

sooooo... we have a tile editor now?

~look at the slow ass map rat acting like a n00b~
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Post by Max-Violence »

War Bringer wrote:sooooo... we have a tile editor now?
No, we don't have one now. We've had one for a while :mrgreen:
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Post by SeanDMan »

Do we have a sprite editor?
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Post by Flamescreen »

We do, for a while now and its called Spray. I don't know where you can find it though. Hopefully DAC main site has it somewhere by now...
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Post by OnTheBounce »

SeanDMan wrote:Do we have a sprite editor?
Like Flamescreen said, yes we do. However, don't go wetting yourself in a fit of extacy, there are severe limitations to what can/cannot be done w/spray. Basically, we have the means to add simple items like weapons to the game and that's about it. You will also need a program that is capable of saving files in the RAW format, e.g. Photoshop 5.0.

If you need any help w/it, JJ86 has made some good tutorials that will get you going down the road to adding items to FoT.

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Post by Red »

I could add basic capabilities to saving sprites in my viewer if Spray's that limited...

You'd be able to create anything in it, with some limitations: you'd have to make sure the palettes work together yourself (this can be quite tricky if you convert everything in ZAR).

Realistically, this means the most you'll probably do is containers and items.

Hey, I just had a thought. I could add TGA format... Does PSP support that? As it's much more intuative than raw formats, and I don't have the complicated PNG overhead...
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Post by SeanDMan »

Photoshop does it.
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Post by Max-Violence »

Red wrote:I could add TGA format... Does PSP support that?
Yep.
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Our emotions always find us
Regardless of where we hide.

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Post by OnTheBounce »

Red wrote:Realistically, this means the most you'll probably do is containers and items.
That's basically what SPRAY can handle. If your editor would require some sort of pallette voodoo and/or the sprinking of chicken blood I'd say that it's not worth the effort. Using Photoshop and SPRAY I've been able to do pretty much everything I want to do. Well, except for those illuminated lightbulbs...

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Post by Red »

In that case the only hope (for anything better regarding sprites) is that I come up with a proper dithering algo, something I've been avoiding for quite a bit, yet is an interesting project... Moreso then me implimenting the option saving configuration panel anyhow.
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Post by Flamescreen »

Try it, if you have the time. I'd be interested to have some better Sprite editor than SPRAY.
OTB, have you checked the tile editor for usage with that lightbulb? I haven't yet (hopefully finally this weekend), but it might help on this direction. Now that we have the tile editor, isn't it possible to open the raiders or other lamp tiles and resort to "monkey see, monkey do" solutions?
(well not exactly in this case, but I'm assuming you could replace some of the faces ala SPRAY...)
Btw, your website provider got crazy and filled the place with pop-ups... :)
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Post by Red »

Well, I'm working on the DirectX 8 support now, and this involves rendering the image into a buffer and then tell DirectX that this is my texture. Once that works, it'll be easy to save in some format that supports alpha channel (and thus import from a format that supports it).
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