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 Readme data for Root » Graphics » Convert » tilemaker.lha

Description: Converts graphics to tile data
Install: tilemaker.lha
Size: 587kb 5
Version: 2.5
Date: 11 Jan 09
Author: Paul SIRAMY, AmigaOS 4.x compile by Spot / Up Rough
Submitter: Spot / Up Rough
Email: spotup/gmail com
Category: graphics/convert
License: Other
Distribute: yes
Min OS Version: 4.0
===============
TileMaker v 2.5
By Paul SIRAMY
Freeware
19 August 2005
===============

version 2.5 (19 August 2005)
   * the version 2.4 wasn't solving the light problem at all in fact. But
     this new 2.5 version does ! The problem was a reversed order of sub-tile
     encoding in the height axis. This bug was only visible in DirectDraw (2D)
     mode, NOT in Direct3D mode. Note : windowed mode use DirectDraw by default.

version 2.4 (09 August 2005)
   * the 4 light levels of each tile are now all set to maximum, this should
     solve a graphical problem about light in 3D mode (Direct3D).

version 2.3 (19 may 2005)
   * avoid creation of these 2 floor tiles :
        - MainIndex=30, SubIndex=0
        - MainIndex=30, SubIndex=1
     (they appear black in game, no matter what)

Version 2.2 (17 march 2005)
   * makes 256 subindex per mainindex, instead of 64, so you have 4 more
     floor tiles at your disposal




TileMaker2.exe takes an image and split it into Diablo II FLOOR Tiles,
making 2 files in the process, the DT1 and the associated DS1.

As this is a command-line program, you need to gives parameters to the
program under a ms-dos console window, or with a .BAT. The syntaxe of
the program is as follow :


   TileMaker2 <image> <main index> <act> [<floor layer>]


<image>       is the path of an image (BMP, PCX or TGA) that MUST be in a
              256 colors mode, using a Diablo II palette.

<main index>  is a value between 0 and 63 which is the starting main-index
              value the program will use for the tiles numeration.

<act>         is the Act value to put into the DS1 file : 1, 2, 3, 4, or 5

<floor layer> is optional. If present, it can be 1 or 2, this is to set the
              floor layer where the tiles will be put into the DS1. By
              default tiles will be on floor layer 1.


Exemple 1 :
===========

   TileMaker2 "Crypt.pcx" 50 1 > "Crypt.txt"

will create Crypt.ds1, Crypt.dt1 and Crypt.txt files. The image will be
split into tiles that use the main-indexes 50, 51, 52... The generated
DS1 will be a Act 1 map, and all tiles will be put into the Floor layer 1


Exemple 2 :
===========

   TileMaker2 "Crypt.pcx" 50 5 2 > "Crypt.txt"

will create Crypt.ds1, Crypt.dt1 and Crypt.txt files. The image will be
split into tiles that use the main-indexes 50, 51, 52... The generated
DS1 will be a Act 5 map, and all tiles will be put into the Floor layer 2





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