Terrain tiles

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Submitted workflow.png This article covers a submitted workflow.

Sumbitted workflows are currently under consideration to be utilized by the development department(s).

This is an article for organising terrain / ground / natural environment sprites.


Terrain Tiles

Since FIFE doesn't support texture splatting, PARPG will have to use actual transitional tiles for mixing terrain. It's not hard to make transitional tiles between 2 ground types, but it gets complicated when you start mixing 3rd, 4th, 5th... ground type. For this reason, terrain transitions will only happen between 2 ground types, while 3 terrain transitions will be limited to very special situations. Only one actually, that is when ground types border to water. In this situation there will be only 4 tiles for each of the water-ground1-ground2 combinations.

Ground types.png
  • The circles represent ground types with a short name of the ground type
  • The lines represent transitional tiles between different ground types

The source file of the diagram can be found at http://assets.parpg.net/?r=108 (PAR account required) in case anyone has a better idea how tiles could transition.

Generic terrain tiles

The diagram shows 18 different terrain types. This means a bare minimum of 18 textures to represent each terrain type needed. Most of the transitions will then be rather easy to make following this tutorial. Each terrain type in the diagram will need to be a generic representation of the terrain. This means the terrain shows no apparent repetition, even when painted on large surfaces.

Detail terrain tiles

To add variety, each terrain type can have individual tiles, which fit in seamlessly with the generic base and which do not border to any other terrain type. These detail tiles would show repetition when "painted" on large surfaces, but in smaller numbers and strategically placed, they can enhance the generic terrain type they belong to. Examples of such tiles are:

  • Cracks in the ice
  • A Rock sticking from the water
  • A variation of the generic base

These detail tiles will be made using the base tile of their parent terrain and then edited a bit in the middle (but not at the edges, so they fit in properly). Even a single detail tile can fit anywhere into its parent terrain type (no transitional tiles needed).

Special Cases

Certain ground type will not need transitional tiles, these mainly include man-made surfaces with straight edges. Since they won't have transitional tiles, they are independent from the rest of the structure and are not included in the diagram.

Terrain Objects

To further enhance the terrain, map objects should be used. Unlike tiles, objects block movement and don't require to be seamless / tileable. They also don't have any transitions with other sprites and can stand on their own. Objects are placed on a separate layer, independent of the tiles (of course with common sense so they visually fit into their surroundings). Objects include things like:

  • Rocks (big, small, piles)
  • Cliffs - they need to fit together on their own, but not necessaryly with the tiles they are placed on. I think 4 cliff types should be enough (rock, snowy rock, earth, ice)
  • Foliage, trees, bushes, etc.
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