by jupider » Wed Jul 17, 2013 7:00 pm
Okay. From what I've tinkered around with, the "Normal" tileset is basically used for *everything* (i.e. pressing 'G' to select the tile.) If you want an animated tile ('Alt+G'), the "Secondary" tileset is used for that (which only pertains to SPACE, SPACE*, OBSTACLE, OBSTACLE*, and PORTAL objects).
For WEAPON, RANGE WEAPON, ARMOR and VEHICLE, both the 'G' and 'Alt+G' icons are pulled from the "Normal" tileset (meaning the "Secondary" tileset is not available for these objects.) MISC. ITEM does not have an 'Alt+G' option, so they are exclusive to the "Normal" tileset.
SPELL/SKILL doesn't have a graphic, so this sentence is pointless.
Creatures use the "Normal" tileset for their generic tile ('G'), and optionally up to 3 tiles from the "Secondary" tileset for animation ('Alt+G'). This means that altogether, the creature can have up to 4 unique frames of animation, of which the "Normal" 'G' tile *MUST* be set, which means EACH AND EVERY OBJECT AND CREATURE MUST HAVE AT LEAST ONE TILE FROM THE "NORMAL" TILESET.
I guess this means that if I fill up my normal tileset with a bunch of those "fancy-schmancy" transition tiles, I may not have enough free tiles left to be available for all the remaining objects and characters/monsters in the game. Maybe a so-called "mega-patch" can be made whereas all "terrain" tiles are pulled from the "Normal" tileset and all the object/creature tiles, including animation frames, are pulled from the "Secondary" tileset. Honestly, this makes more sense anyway, but I didn't write the damn code so I don't know if it's even possible...
Okay. From what I've tinkered around with, the "Normal" tileset is basically used for *everything* (i.e. pressing 'G' to select the tile.) If you want an animated tile ('Alt+G'), the "Secondary" tileset is used for that (which only pertains to SPACE, SPACE*, OBSTACLE, OBSTACLE*, and PORTAL objects).
For WEAPON, RANGE WEAPON, ARMOR and VEHICLE, both the 'G' and 'Alt+G' icons are pulled from the "Normal" tileset (meaning the "Secondary" tileset is not available for these objects.) MISC. ITEM does not have an 'Alt+G' option, so they are exclusive to the "Normal" tileset.
SPELL/SKILL doesn't have a graphic, so this sentence is pointless.
Creatures use the "Normal" tileset for their generic tile ('G'), and optionally up to 3 tiles from the "Secondary" tileset for animation ('Alt+G'). This means that altogether, the creature can have up to 4 unique frames of animation, of which the "Normal" 'G' tile *MUST* be set, which means EACH AND EVERY OBJECT AND CREATURE MUST HAVE AT LEAST ONE TILE FROM THE "NORMAL" TILESET.
I guess this means that if I fill up my normal tileset with a bunch of those "fancy-schmancy" transition tiles, I may not have enough free tiles left to be available for all the remaining objects and characters/monsters in the game. Maybe a so-called "mega-patch" can be made whereas all "terrain" tiles are pulled from the "Normal" tileset and all the object/creature tiles, including animation frames, are pulled from the "Secondary" tileset. Honestly, this makes more sense anyway, but I didn't write the damn code so I don't know if it's even possible...