I notice there's a lot of individual grass tiles which all fit together in fairly specific ways to provide a uniform appearance, but the submap editor only allows for placing one tile at a time. Further, it's a matter of guesswork as to whether the tiles will fit together without the textures producing an obvious seem.
Could the submap editor be updated to include some sort of fill option that can be used to cover large sections of ground? I know you can load up one of the premade grass fields, but these are 10x10, so it precludes making larger maps unless you want to go through the painstaking task of filling a 20x20 submap with individually placed ground tiles.
There's no way to do this at present unfortunately. Every single submap you see in the game, I manually added the ground by hand, tile by tile. Maybe we'll get a program to autopopulate the maps before release but right now we don't have the coder time spare.
The tiles are named appopriately though, as "tilename_<column>_<row>.png" and you just need to paint them in appropriate order (open up one of the maps and check them out for a better illustration).
Yeouch. OK, I'll probably do a couple and put them up as generics for other mappers to use. Maybe a few more people will create some similar basemaps, and so take a lot of the effort out of future creations.
Yikes, I ran into this today as well. Thanks for the tip on column/row, figured the suffix must be indicating something like that.
Ok, before I go sinking any more of my time into a ground tiling program. Is this even needed? I built one so I wouldn't have to match ground tiles. Is the submap editor going to auto match the ground tiles down the road? Or is there another forum member already working on something that auto matches ground tiles?
At any rate, I tossed a quick app together that loads in the various ground tile sets. You then select the tile set you want to work with from a drop down and start painting ground tiles. The program auto matches the tiles for you. You can also fill an entire map or fill only empty tiles. Currently it just dumps the map into a text box, which is then copied into a text editor and saved as an xml file. The xml map file loaded up fine in the submapeditor.
If there is any need or interest for this? If so I'll clean up the interface, have it save to an xml file, and upload it to the forums.
Last edited by irongamer; 02-19-2012 at 08:30.
That sounds very useful, Irongamer. Perhaps it could be added to the Submap editor so as to streamline map creation, too.
Irongamer - it does sound useful to me!
Ok, hopefully this will help with making quick map fills and maybe some floor plans. You will have to stomach... Adobe Air. I know that can be hard for some. You will need to install Adobe Air.
After installing XenoFloor:
1. First you will need to locate your Xenonauts folder.
2. Enter rows and columns for a map size and press build map (or press enter)
3. Choose a tileset from the drop down list.
4. With the paint radio button selected you can just start clicking (or click then drag) to fill in tiles on the map.
Move the map around by holding down shift then click and drag.
When no pick tile is selected the program tiles as if image 00-00 of the tileset was placed where you first click.
The pick radio button allows you choose a specific tile from a tile set and a specific location on the map. Once you have selected a pick location (it will have a blue/green inner box on the tile) the program will tile based off that location and the tile you selected. You must click the paint radio button again to resume painting. Painting over tiles replaces the old tiles with the new one.
The fill buttons will function off a pick tile. Fill will use image 00-00 from a tileset if no pick is selected.
I'm not really familiar with tiling processes or what standard use should feel like. There is currently no way to place one specific tile at a time, unless you just keep changing the pick tile. There a few items I'd like to add or adjust when I have more time.
I can't seem to manage file attachments on the forum so here is a link to the Air install file:
Update to Xenofloor.
There is now a build radio button. The build radio button will build a single tile set from the tile you click. The tile you click places image 00-00 and then builds out from there.
1. Select tileset from drop down.
2. Click the build radio button.
3. Click a tile on the map to build the tile set.
The post above this contains the download link.
I tried to install this, and I'm unclear how it works. Is it loading the "tilesets" from the /tiles/ or the /maps/ folders?
In game terms, a "tileset" is something like Industrial or Farm. It looks like the tool is loading the submaps from all of the tilesets in the /maps/ folders. This isn't ideal, because it doesn't allow you to filter them by tileset (there will be a LOT of maps as development continues), and it also doesn't seem to load the maps in the subdirectories - such as Target (crashsite) or Spawn (dropship) maps.
It would make more sense if it somehow loaded files from the /tiles/ directory and allowed you to generate maps using that.
Is there a technical difficulty with doing that? If so, let me know and I might be able to suggest a better way for the tool to operate. I think it could be very useful but right now it needs a little more work.
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