AmplioHexBig Tileset 2.4

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GriffonSpade
Elite
Posts: 405
Joined: Mon Apr 29, 2013 4:41 pm

AmplioHexBig Tileset 2.4

Postby GriffonSpade » Thu Dec 05, 2013 5:34 pm

AmplioHexBig v2.4.00
Basic Tileset:
AmplioHexBig: Ruleset with charcoal style inaccessible
AmplioHexBig2: Ruleset with compass style inaccessible
AmplioHexBig v2.4.00 Part1.zip
(630.88 KiB) Downloaded 64 times
AmplioHexBig v2.4.00 Part2.zip
(396.38 KiB) Downloaded 66 times

Extra Units, Tiles, Bases, Roads for ruleset modders:
AmplioHexBigXU: Ruleset with charcoal style inaccessible
AmplioHexBigXU2: Ruleset with compass style inaccessible
Requires AmplioHexBig
AmplioHexBigXU v2.4.00 Part1.zip
(909.42 KiB) Downloaded 58 times
AmplioHexBigXU v2.4.00 Part2.zip
(881.27 KiB) Downloaded 59 times

Grand Tour: Space based tileset(Mostly Complete):
AmplioHexBigGT: Ruleset with planetary clouds
AmplioHexBigGT2: Ruleset without planetary clouds
Requires AmplioHexBig
AmplioHexBigGT v2.4.00.zip
(741.39 KiB) Downloaded 59 times

Uses modified Amplio2, Isotrident, Isophex, Freeland(big), and other files.
126x64 tiles hexside 16
Programs used:
Notepad++
Paint.Net

Unzipped files go into the /data/ directory

Patch Notes wrote:

Code: Select all

v2.4.00
BACKPORTED FOR FREECIV 2.4
-Files Removed-
ampliohexbigZ.tilespec
ampliohexbigZ2.tilespec
roads-maglev.png
roads-maglev.spec

-Extras Removed-
highway
maglev

-Changes-
roads.png: highways removed
roads.png: redid roads as AllCombined
roads.spec: updated
water1.png: top river mouths added
water2.png: bottom river mouths added

==XU==
-Files Removed-
rivers-brown.png
rivers-brown.spec
rivers-canals.png
rivers-canals.spec
rivers-green.png
rivers-green.spec
roads-bridges.png
roads-bridges.spec
roads-burrows.png
roads-burrows.spec
roads-maglevbridges.png
roads-maglevbridges.spec
roads-maglevs2.png
roads-maglevs2.spec
roads-maglevs3.png
roads-maglevs3.spec
roads-tunnels.png
roads-tunnels.spec

-Extras Removed-
brown_river
canal
green_river
bridge
burrow_tube
maglev_bridge
maglev2
maglev3
tunnel

-Changes-
corner1.png: top river mouths added
corner2.png: bottom river mouths added

==GT==
-Extras Removed-
starlanes
hyperlanes

-Changes-
starlanes.spec: starlanes now replace roads
hyperlanes.spec: hyperlanes now replace rails

v2.5.11c
ampliohexbig.tilespec: water tiles mine_sprite changed to tx.oil_rig
ampliohexbig2.tilespec: water tiles mine_sprite changed to tx.oil_rig

==XU==
ampliohexbigXU.tilespec: water tiles mine_sprite changed to tx.oil_rig
ampliohexbigXU2.tilespec: water tiles mine_sprite changed to tx.oil_rig
units.png: rearranged and touched up a few sprites
units.spec: updated

==GT==
tileextras.spec: added tx. entries for mining, farming, fishing, and hutting
ampliohexbigGT.tilespec: water tiles mine_sprite changed to tx.oil_rig
ampliohexbigGT2.tilespec: water tiles mine_sprite changed to tx.oil_rig
ampliohexbigGT.tilespec: GT tiles mine_sprite changed to tx.mining
ampliohexbigGT2.tilespec: GT tiles mine_sprite changed to tx.mining

==Z==
ampliohexbigZ.tilespec: water tiles mine_sprite changed to tx.oil_rig
ampliohexbigZ2.tilespec: water tiles mine_sprite changed to tx.oil_rig
ampliohexbigZ.tilespec: GT tiles mine_sprite changed to tx.mining
ampliohexbigZ2.tilespec: GT tiles mine_sprite changed to tx.mining

File List wrote:

Code: Select all

AmplioHexBig:
AmplioHexBig:

/data/
AmplioHexBig.tilespec
AmplioHexBig2.tilespec

/data/ampliohexbig/
bases.png
bases.spec
cities.png
cities.spec
embellishments.png
embellishments.spec
filelist.txt
flags.spec
forests.png
forests.spec
grid.png
grid.spec
hills.png
hills.spec
maintenance.txt
mountains.png
mountains.spec
oldpatchnotes.txt
patchnotes.txt
rivers.png
rivers.spec
roads.png
roads.spec
roads-rails.png
roads-rails.spec
select.png
select.spec
terrain.png
terrain.spec
terrain1a.spec
terrain1b.spec
tilelist.txt
tiles.png
tiles.spec
unitcost.png
unitcost.spec
unitextras.png
unitextras.spec
water1.png
water1.spec
water2.png
water2.spec
water3.png
water3.spec
AmplioHexBigXU:
AmplioHexBigXU:

/data/
ampliohexbigXU.tilespec
ampliohexbigXU2.tilespec

/data/ampliohexbig/XU/
bases0.spec
bases2.png
bases2.spec
corner1.png
corner1.spec
corner2.png
corner2.spec
corner3.png
corner3.spec
filelistXU.txt
forests2.png
forests2.spec
hills-arctic.png
hills-arctic.spec
hills-desert.png
hills-desert.spec
hills-forest.png
hills-forest.spec
hills-grass.png
hills-grass.spec
hills-jungle.png
hills-jungle.spec
hills-taiga.png
hills-taiga.spec
hills-tundra.png
hills-tundra.spec
mountains-arctic.png
mountains-arctic.spec
mountains-desert.png
mountains-desert.spec
mountains-thick.png
mountains-thick.spec
mountains-tundra.png
mountains-tundra.spec
terrain1c.spec
terrain2.png
terrain2.spec
unitextras2.png
unitextras2.spec
units.png
units.spec
void.png
void.spec
AmplioHexBigGT:
AmplioHexBigGT:

/data/
ampliohexbigGT.tilespec
ampliohexbigGT2.tilespec

/data/ampliohexbig/GT/
asteroids.png
asteroids.spec
filelistGT.txt
planets.png
planets.spec
planets1.spec
planets2.spec
roads-hyperlanes.png
roads-hyperlanes.spec
roads-starlanes.png
roads-starlanes.spec
space.png
space.spec
space2.png
space2.spec
starlanes.png
starlanes.spec
suns.png
suns1.spec
suns2.spec
suns3.spec
tileextras.png
tileextras.spec
units.png
units.spec

Tile List wrote:

Code: Select all

::::::::::::::
:AmplioHexBig:
::::::::::::::

Terrain:
lake - fresh water
coast - shallow ocean
floor - deep ocean
arctic - glacier
desert - desert
forest - temperate forest
grassland - grassland
hills - hills
jungle - tropical forest
mountains - mountains
plains - plains
swamp - swamp
tundra - tundra
inaccessible - inaccessible terrain (charcoal style in AmplioHexBig, compass style in AmplioHexBig2)

Roads:
road - roads
rail - railroads

Bases:
outpost - protofortress
fortress - fortress
airstrip - protoairbase
airbase - airbase
buoy - ocean base

Specials:
oil/arctic_oil -
buffalo -
grassland_resources/water_resources -
tundra_game -
arctic_ivory -
peat -
coal -
forest_game -
oasis -
wheat -
pheasant -
furs -
seals -
spice -
wine -
silk -
gold -
fruit -
gems -
iron -
fish -
whales -

Strategic:
saltpeter -
aluminum -
uranium -
horses -
elephant -
rubber -

Units:
armor -
howitzer -
battleship -
bomber -
cannon -
caravan -
carrier -
catapult -
horsemen -
chariot -
cruiser -
diplomat -
fighter -
frigate -
ironclad -
knights -
legion -
mech_inf -
warriors -
musketeers -
nuclear -
phalanx -
riflemen -
caravel -
settlers -
submarine -
transport -
trireme -
archers -
cavalry -
cruise_missile -
destroyer -
dragoons -
explorer -
freight -
galleon -
partisan -
pikemen -
marines -
spy -
engineers -
artillery -
helicopter -
alipine_troops -
stealth_bomber -
stealth_fighter -
aegis_cruiser -
paratroopers -
elephants -
crusaders -
fanatics -
awacs -
worker -
leader -
barbarian_leader -
refugee -
train -

::::::::::::::::
:AmplioHexBigXU:
::::::::::::::::

Terrain:
drifts - arctic hills [AKA Snow Drifts]
dunes - desert hills [AKA Dry Hills  AKA Sand Dunes]
highlands - tundra hills [AKA Tundra Highlands]
taiga - tundra forest
charcoal - charcoal style inaccessible terrain
compass - compass style inaccessible terrain (on stone)
black - black 'off map' inaccessible tile
inaccessible_water - water inaccessible tile
inaccessible_land - land inaccessible tile
void - edgeless void (Not compatible with void2 or void3)
void0 - floating island void w/ root
void00 - floating island void w/o root
stone - stone terrain
dirt - dirt terrain (dark brown)
sand - sand terrain (grittier than desert)
bog - oceanic wetter version of swamp
bog_land - land wetter version of swamp
mangroves - oceanic bog forest
mangroves_land - land bog forest
radiating_rocks - radioactive wasteland (alio desert)
alien_forest - radioactive mushroom forest (alio forest)
thick_mountains - brown mountains (alio mountains)
lava - lava lake
lava_pit - lava pit
chasm - black pit
wastes - arid dirtland

Bases:
fortress0 -
fortress2 -
fortress3 -
fortress4 -
stonefort0 -
stonefort -
stonefort2 -
stonefort3 -
stonefort4 -

Specials:
thermal_vent - (alio special)
glowing_rocks - (alio special)
glowing_rocks2 -
glowing_rocks3 -
huge_plant - (alio special)
alien_mine - (alio special)

Units:
tradeship -
cultist -
emissary -
donkeyman -
throne -
brownwarriors -
hunters -
bowmen -
brownhorsemen -
warchariot -
horsebow -
redwarriors -
redhorsemen -
warelephants -
barbarians -
tribalhero -
hypaspists -
hoplites -
redphalanx -
peltasts -
toxotai -
forerunners -
companions -
warchariot2 -
hippotoxotai -
quinquireme -
bluehoplites -
gladiators -
bluelegion -
bluepikemen -
auxiliaries -
sagitarii -
equestrians -
warchariot3 -
centaurs -
trebuchet -
swisspikemen -
redlegion -
bluecrusaders -
redcrusaders -
oldcannon -
bluemusketeers -
swordgoons -
civriflemen -
dredger -
walkavalry -
doughboys -
ww1armor -
biplane -
ski_troops -
light_armor -
heavy_armor -
td -
spg -
panzer -
atomic -
pt_boat -
modern_paratroopers -
battle_armor -
sam_battery -
mobile_sam -
commandoes -
jet_fighter -
jet_bomber -
large_missile -
armorines -
ghosts -
war_mech -
tactical_nuke -
surveillance_drone -
attack_drone -

::::::::::::::::
:AmplioHexBigGT:
::::::::::::::::

Space:
space - interplanetary space
deepspace - interstellar space

Dwarf Stars:
redstar - stand-alone red dwarf star
orangestar - stand-alone orange dwarf star
yellowstar - stand-alone yellow dwarf star
bluestar - stand-alone blue dwarf star
whitestar - stand-alone white dwarf star

Suns:
redsun - stand-alone red sun
orangesun - stand-alone orange sun
yellowsun - stand-alone yellow sun
bluesun - stand-alone blue sun
whitesun - stand-alone white sun

Dark Stars:
browndwarf - stand-alone brown dwarf
neutronstar - stand-alone neutron star
blackhole - stand-alone black hole

Randomized Stars:
dwarfstar - any dwarf star
dwarfstar0 - any dwarf star (including brown dwarf)
sun - any sun
darkstar - neutron star/black hole
star - any star (dwarf stars and suns only)
star0 - any star (including brown dwarf)
star00 - any star (including brown dwarf/neutron star)
star000 - any star (including brown dwarf/neutron star/black hole)

Septars:
redseptar - 7-piece red sun
orangeseptar - 7-piece orange sun
yellowseptar - 7-piece yellow sun
blueseptar - 7-piece blue sun
whiteseptar - 7-piece white sun
blackseptole - 7-piece black hole

Deep Space Dwarf Stars:
deepredstar - stand-alone deep space red dwarf star
deeporangestar - stand-alone deep space orange dwarf star
deepyellowstar - stand-alone deep space yellow dwarf star
deepbluestar - stand-alone deep space blue dwarf star
deepwhitestar - stand-alone deep space white dwarf star

Deep Space Suns:
deepredsun - stand-alone deep space red sun
deeporangesun - stand-alone deep space orange sun
deepyellowsun - stand-alone deep space yellow sun
deepbluesun - stand-alone deep space blue sun
deepwhitesun - stand-alone deep space white sun

Deep Space Dark Stars:
deepbrowndwarf - stand-alone deep space brown dwarf
deepneutronstar - stand-alone deep space neutron star
deepblackhole - stand-alone deep space black hole

Deep Space Randomized Stars:
deepdwarfstar - any deep space dwarf star
deepdwarfstar0 - any deep space dwarf star (including brown dwarf)
deepsun - any deep space sun
deepdarkstar - deep space neutron star/black hole
deepstar - any deep space star (dwarf stars and suns only)
deepstar0 - any deep space star (including brown dwarf)
deepstar00 - any deep space star (including brown dwarf/neutron star)
deepstar000 - any deep space star (including brown dwarf/neutron star/black hole)

Deep Space Septars:
deepredseptar - 7-piece deep space red sun
deeporangeseptar - 7-piece deep space orange sun
deepyellowseptar - 7-piece deep space yellow sun
deepblueseptar - 7-piece deep space blue sun
deepwhiteseptar - 7-piece deep space white sun
deepblackseptole - 7-piece deep space black hole

Planets:
gasgiant - gas giant planet
tellurian - mega-continent planet
terrestrial - ocean-continent planet
pelagic - mega-ocean planet
desolate - desert planet
glaciated - arctic planet
infernal - lava planet
barren - martian planet
sulfuric - venusian planet
irradiated - radioactive planet
dwarf - small rocky planet/moon

Asteroids:
asteroid - rock asteroids
metalroid - metal asteroids
iceroid - ice asterodis
crystalroid - crysal asteroids

Deep Space Asteroids:
deepasteroid - deep space rock asteroids
deepmetalroid - deep space metal asteroids
deepiceroid - deep space ice asteroids
deepcrystalroid - deep space crysal asteroids

Bases:
military
forting
hutting
farming
mining
fishing

Extras:
hutting
farming
mining
fishing

Units:
spacemarines -
spaceghosts -
teletroopers -
spacediplomat -
ioncannon -
spaceking -
spacepirate -
starbase -
fuelbase -
defender -
stardefender -
starfighter -
starbomber -
colonizer -
constructor -
transporter -
freighter -
starexplorer -
starfrigate -
stardestroyer -
starcruiser -
starstriker -
starlauncher -
starbattler -
starcarrier -
starstealthexplorer -
starstealthfrigate -
starstealthdestroyer -
starmissile -
interstellarmissile -

Old Patch Notes wrote:

Code: Select all

v2.5.11b
==XU==
Bugfix: unitextras2.spec: fixed error made in 2.5.11a

v2.5.11a
-Files Added-
oldpatchnotes.txt

-Changes-
patchnotes.txt: v2.5.11 notes erroneously listed unit.pave becoming activity.highway. It's actually unit.highway.
patchnotes.txt: moved old patch notes to oldpatchnotes.txt

==XU==
-References Changed-
unit.burrow -> unit.burrow_tube
unit.maglevbridge -> unit.maglev_bridge

-Changes-
unitextras2.spec: Fixed credits and References
units.png: moved a few sprites
units.spec: updated references
filelist.txt: updated

v2.5.11
-Files Removed-
terrain1.png: renamed terrain.png
terrain1.spec: renamed terrain.spec
terrain2.png: split into forests.png, hills.png, and mountains.png
terrain2.spec: split into forests.spec, hills.spec, and mountains.spec

-Files Added-
terrain.png
terrain.spec
forests.png
forests.spec
hills.png
hills.spec
embellishments.png
embellishments.spec

-References Changed-
road.pave - road.highway
unit.pave - unit.highway

-Changes-
grid.png: darkness now fades completely to black instead of 200 alpha fog, black gridlines now transparent white/black
terrain.png: increased brightness and contrast of inaccessible/charcoal tile
terrain.png: some terrains exchanged with freeland(big) versions
terrain.png: added 2.6 goto flags
hills.png: added redone hills
mountains.png: added with redone mountains
water1.png: water terrain redone, removed river outlets from coast sprites
water2.png: water terrain redone, removed river outlets from coast sprites
water3.png: water terrain redone
ampliohexbig.tilespec: removed flags_are_transparent entry
ampliohexbig2.tilespec: removed flags_are_transparent entry
embellishments.png: added embellishments for desert, plains, and grasslands

--XU--
Bugfix: Void2 and Void3 entries properly changed to Void0 and Void00 in all files

-Files Removed-
terrain3.png: renamed terrain2.png
terrain3.spec: renamed terrain2.spec
terrain4.png: split into forests.png, hills-arctic.png, hills-desert.png, hills-tundra.png
terrain4.spec: split into forests.spec, hills-arctic.spec, hills-desert.spec, hills-tundra.spec
tunnels.png: split into roads-tunnels.png and roads-burrows.png
tunnels.spec: split into roads-tunnels.spec and roads-burrows.spec
riversbrown.png: renamed rivers-brown.png
riversbrown.spec: renamed rivers-brown.spec
riversgreen.png: renamed rivers-green.png
riversgreen.spec: renamed rivers-green.spec
canals.png: renamed rivers-canals.png
canals.spec: renamed rivers-canals.spec

-Files Added-
terrain2.png
terrain2.spec
forests.png
forests.spec
hills-arctic.png
hills-arctic.spec
hills-desert.png
hills-desert.spec
hills-forest.png
hills-forest.spec
hills-grass.png
hills-grass.spec
hills-jungle.png
hills-jungle.spec
hills-taiga.png
hills-taiga.spec
hills-tundra.png
hills-tundra.spec
mountains-arctic.png
mountains-arctic.spec
mountains-desert.png
mountains-desert.spec
mountains-thick.png
mountains-thick.spec
mountains-tundra.png
mountains-tundra.spec
rivers-brown.png
rivers-brown.spec
rivers-canals.png
rivers-canals.spec
rivers-green.png
rivers-green.spec
roads-bridges.png
roads-bridges.spec
roads-burrows.png
roads-burrows.spec
roads-maglevbridges.png
roads-maglevbridges.spec
roads-maglevs2.png
roads-maglevs2.spec
roads-maglevs3.png
roads-maglevs3.spec
roads-tunnels.png
roads-tunnels.spec

-Terrains Removed-
dryhills: renamed dunes (AKA Sand Dunes)
icyhills: renamed drifts (AKA Snow Drifts)
inaccessibleland: renamed inaccessible_land
inaccessiblewater: renamed inaccessible_water

-Terrains Added-
alpine (taiga hills AKA Alpine Timber)
bog (oceanic swamp)
bog_land (land version)
chasm
downs (grassland hills)
drifts (arctic hills)
dunes (desert hills)
inaccessible_land
inaccessible_water
lava
lava_pit
mangroves (bog forest)
mangroves_land (land version)
rainforest (jungle hills AKA Rainforest Plateau)
sylvan (forest hills AKA Sylvan Uplands)
thick_mountains (alio mountains)
wastes

-Changes-
terrain2.png: increased brightness and contrast of inaccessible land and inaccessible water tiles
terrain2.png: added thick_mountains/wastes, unused separate bog foreland and backwater
terrain2.png: stone, sand, bog, and radiating rocks redone
terrain2.spec: added with thick_mountains and wastes reference
forests.png: retouched alien forest and new mangrove forest (and mangrove_land)
forests.spec: new alien forest, mangroves, and mangroves land references
ampliohexbigXU.tilespec: removed flags_are_transparent entry
ampliohexbigXU2.tilespec: removed flags_are_transparent entry
corner1.png: added chasm, bog, lava, lava pit, bog images
corner1.png: removed river outlets from corner sprites
corner1.spec: added chasm, bog, lava, lava pit, bog, bog_land, mangroves, and mangroves_land references
corner2.png: removed river outlets from corner sprites
corner2.spec: added chasm, bog, lava, lava pit, bog_land, mangroves, mangroves_land references and new bog base layer
corner3.png: added chasm, bog, lava, lava pit, and bog_land images and new bog base layer
corner3.spec: added chasm, bog, lava, and lava pit references
units.png: added pt_boat, commandoes, editted biplane, and retouched various units
rivers-brown.png: added NW and SE river outlets
rivers-green.png: added NW and SE river outlets
rivers-canals.png: added NW and SE river outlets

--GT--
-Files Removed-
suns.spec: split into suns1.spec, suns2.spec, and suns3.spec

-Files Added-
asteroids.png
asteroids.spec
roads-hyperlanes.png
roads-hyperlanes.spec
roads-starlanes.png
roads-starlanes.spec
suns1.spec
suns2.spec
suns3.spec
tileextras.png
tileextras.spec

-Terrains Removed-
blackhole0: renamed deepblackseptole
bluesun0: renamed blueseptar
deepblackhole0: renamed deepblackseptole
deepbluesun0: renamed deepblueseptar
deepgoldensun
deepgoldensun0
deepneutronstar0
deeporangesun0: renamed deeporangeseptar
deepredsun0: renamed deepredseptar
deepwhitesun0: renamed deepwhiteseptar
deepyellowsun0: renamed deepyellowseptar
goldensun
goldensun0
neutronstar0
orangesun0: renamed orangeseptar
redsun0: renamed redseptar
whitesun0: renamed whiteseptar
yellowsun0: renamed yellowseptar

-Terrains Added-
blackseptole
blueseptar
bluestar
browndwarf
darkstar
dwarfstar
dwarfstar0
orangeseptar
orangestar
redseptar
redstar
sun
whiteseptar
whitestar
yellowseptar
yellowstar

deepblackseptole
deepblueseptar
deepbluestar
deepbrowndwarf
deepdarkstar
deepdwarfstar
deepdwarfstar0
deeporangeseptar
deeporangestar
deepredseptar
deepredstar
deepsun
deepwhiteseptar
deepwhitestar
deepyellowseptar
deepyellowstar

-Changes-
units.png: added fuelbase sprite (AKA airfield)
units.spec: referenced fuelbase sprite
planets.png: asteroids split off into asteroids.spec
planets.spec: updated references
starlanes.png: added starlanes
starlanes.spec: added starlane references
hyperlanes.png: added hyperlanes
hyperlanes.spec: added hyperlane references
suns.png: added dwarf star images
suns.png: added brown dwarf image
suns.png: added new smaller neutron star images
suns.png: removed old neutron star
suns.png: altered arrangement of file
suns1.spec: added single tile star references
suns2.spec: added septar references
suns3.spec: added deep space septar references
space.png: split deep space off into space2.png
space.spec: updated references
space2.png: added deep space
space2.spec: updated references
ampliohexbigGT.tilespec: removed flags_are_transparent entry
ampliohexbigGT2.tilespec: removed flags_are_transparent entry

--Z--
Added with conglomerated tilespec

v2.5.10
ampliohexbig.tilespec: fixed several errors in notes
ampliohexbig2.tilespec: fixed several errors in notes
ampliohexbig.tilespec: changed reference pave to highway
ampliohexbig2.tilespec: changed reference pave to highway
bridges.spec: changed reference maglevbridge to maglev_bridge
tilelist.txt: moved to main directory
roads.spec: changed reference pave to highway

XU-
ampliohexbigXU.tilespec: removed void, void0, and void00 match_with entries
ampliohexbigXU2.tilespec: removed void, void0, and void00 match_with entries
ampliohexbigXU.tilespec: added alien_forest, radiating_rocks, burrow_tube, and tunnel entries
ampliohexbigXU2.tilespec: added alien_forest, radiating_rocks, burrow_tube, and tunnel entries
ampliohexbigXU.tilespec: changed references maglevbridge to maglev_bridge and pave to highway
ampliohexbigXU2.tilespec: changed references maglevbridge to maglev_bridge and pave to highway
riversbrown.png: added brown_river road
riversbrown.spec: referenced brown_river road
riversgreen.png: added green river_road
riversgreen.spec: referenced green_river road
terrain3.png: added radiating rocks/alien forest tiles and specials
terrain3.spec: referenced radiating rocks/alien forest tiles and specials
terrain4.png: added alien_forest tile
terrain4.spec: referenced alien_forest tile
terrain1c.spec: referenced radiating_rocks/alien_forest tiles
tunnels.png: added burrow_tube and tunnel roads
tunnels.spec: referenced burrow_tube and tunnel roads
void.spec: changed references to stand-alone; void2 and void3 renamed as void0 and void00
unitextras2.png: added tunnel and burrow_tube unit activities
unitextras2.spec: referenced tunnel and burrow tube unit activities
units.png: added place-holders for trebuchet, ww1armor, biplane, panzer, atomic bomb, modern armor, mobile sam, jet bomber, war mech, stealth fighter, tactical nuke, large missile
units.png: added jet fighter(formerly stealth fighter), modern paratrooper, armorines, dredger, surveillance_drone, attack_drone
units.spec: referenced units changes

GT(alpha-01)-
ampliohexbigGT.tilespec: added space tileset (with clouds)
ampliohexbigGT2.tilespec: added space tileset (without clouds)
planets.png: added planet tiles
planets.spec: referenced planet tiles
planets1.spec: referenced planet tiles with clouds
planets2.spec: referenced planet tiles without clouds
space.png: recopied void.png with recolored backgrounds for space and deep space tiles
space.spec: referenced space and deep space tiles
suns.png: added single tile and seven tile versions of red, orange, yellow, blue, white, and neutron stars, and black holes
suns.spec: referenced star tiles
units.png: added units
units.png: referenced units

v2.5.09
terrain1.png: added oil_rig, rubber extras
terrain1.spec: referenced oil_rig, rubber extras
roads.png: revamped roads and maglev
unicost.png: edited positions of icons
units.png: retouched several units
unitextras: added high contrast unit extras (including unreferenced irrigation, farmland, mine, oil well, and oil rig)
unitextras: edited health bars, adding transparent shading behind healbars for visibility
bases.png: edited airstrip sprites, increasing opacity from 50% to 60%
ampliohexbig.tilespec: added pave road type entry
ampliohexbig2.tilespec: added pave road type entry

XU-
bridges.png: added with (highway) bridges and maglev bridges
bridges.spec: added
maglev.png: added old maglevs
maglev.spec: referenced old maglevs as maglev3
unitextras2: added high contrast unit extras
ampliohexbigXU.tilespec: added references to bridges.spec, road type entries
ampliohexbigXU2.tilespec: added references to bridges.spec, road type entries

v2.5.08
terrain1a.spec: added (inaccessible set to charcoal, replaces overwrite with a file toggle)
bases.spec: changed reference of 'trench' to 'outpost' and 'airfield' to 'airstrip'
terrain1.png: huts enlarged by 50% to increase visibility on some terrains
bases.png: edited airstrip to bring it into line with amplio2

v2.5.07
MASSIVE REVAMP
tiles resized to 126x64
ampliohexbig supports only vanilla tiles, while ampliohexbigXU has extras.


v2.5.06
terrain2.png: revamped tiles; created inaccessible water tiles
terrain2.spec: referenced inaccessible water tiles
t2ref.png: removed tiles related to defunct tiles; created tiles related to new tiles
void.png: moved inaccessible and black to terrain1.png
void.spec: removed references
terrain1.png: moved inaccessible and black tiles here; created inaccessible land tile
terrain1.spec: created references to new tiles
terrain1b.spec: added (additional file to override inaccessible from charcoal to compass)
AmplioHexBig2.tilespec: added (inaccessible compass version)
AmplioHexBigXU2.tilespec: added  (inaccessible compass version)


v2.5.05
CHANGED NAME, DIRECTORY, AND REFERENCES TO AMPLIOHEXBIG
terrain1.png: revamped irrigation and farmland
terrain1.png: added elephant icon and reoriented all 'animal' resources right
terrain1.spec: referenced elephant icon 'ts.elephant'
void.png: changed inaccessible tile to one with charcoal drifts on it, moved black tile
void.spec: created black tile references
ampliohexbig.tilespec: added tile type 'black' for modders who wish to use a black tile
terrain2.png: revamped tiles with river mouths built in on all tiles
terrain2.png: removed/moved unnecessary tiles
terrain2.spec: referenced moved tiles
/Reference: added folder for reference files (unused by game)
t2ref.png: added for terrain2.png references
roadsref.png: added for roads reference
cities.png: moved non-city tiles to bases.png
cities.spec: moved non-city references to bases.spec
bases.png: added; Separate Trench, Fortress, Airfield, Airbase, and Buoy included.
bases.spec: added
rivers.png: completely revamped rivers; blanked river mouths
roads.png: editted roads and paved roads
canals.png: added
canals.spec: added
terrain4.png: touched up dry hills
/extraunits: added folder with extra units
ampliohexbigXU.png: added
ampliohexbigXU.spec: added

v2.5.04
terrain1.png: split into terrain1.png and roads.png
terrain1.spec: split into terrain1.spec and roads.spec
terrain1.png: reordered and resized
roads.png: added full set of railroad and monorail images (with curves!)
roads.spec: referenced new railroad/monorail images
terrain3.png: split into terrain3.png(forests), terrain4.png(hills), and terrain5.png(mountains)
terrain3.spec: split into terrain3.spec, terrain4.spec, and terrain5.spec
terrain4.png: added dryhills, (tundra) highlands, and icyhills images
terrain4.spec: referenced new hill types
flags.spec: updated to 2.5.0b1
amplio2hexbig.tilespec: pavement, monorail, tundra, dryhills, highlands, and icyhills fully enabled
filelist.txt: added

v2.5.03
unitextras.spec: properly referenced miniature road and rail icons. old 'R' icon referenced as 'unit.rest'
unitextras.png: edited fortifying icon, replacing it with a silhouette of the fortified icon with yellow highlighting. old 'F' icon referenced as 'unit.farm'
unitextras.png: edited road, rail, pave, mono icons for visibility
units.png: added more appropriate 'spg' icon for howitzers
units.spec: referenced howitzers to new 'spg' icon, referenced artillery to 'howitzer' icon, referenced cannon to 'artillery' icon
unitcost.png: touched up on unit cost icons
maintenance.txt added (note on updating flags.spec if new nations or flags are added)
terrain1.png: added saltpeter, aluminum, and uranium icons; tweaked seal icon
terrain1.spec: referenced saltpeter, aluminum, and uranium icons

v2.5.02
tileset.spec: removed references to nonexistant /misc/ files

v2.5.01
flags.spec updated (and saved this time)

v2.5.00
Updated for 2.5 ruleset
flags.spec updated
amplio2hexbig.tilespec: [tile_black] changed to [tile_inaccessible]
void.spec: changed 'black' tile layers to 'inaccessible'
grid.png: small touchup to unworkable tile border
unitextras.png: added miniature fortress, airbase, and buoy building images.
unitextras.png: added miniature road, railroad, pavement, and monorail building images for ruleset editors
unitextras.spec: added references to buoy, road2, railroad, pavement, monorail icons
unitextras.spec: uncommented explorakill and autoattack icons

v1.7d
void.spec now properly looks in directory /data/amplio2hexbig rather than /data/amplio2hexbig2
units.png cleaned a little
top section of unitcost.png edited to look (better) more like the bottom section

v1.7c
Converted units.png and units.spec into 64x64 format
Reduced unit y offset to 26 in amplio2hexbig.tilespec

v1.7b
Referenced data/misc/wonders-large.spec
Very slightly tweaked rivers.png to connect 'apparently' disjointed sections of river at the source

v1.7a
Minor Adjustments to units.png and units.spec (Including putting Amplio2 diplomat back in until I get word from Ngunjaca)
Minor Adjustments to river outlet color in rivers.png and rivers.spec
Added mine_sprite to all terrains in amplio2hexbig.tilespec

v1.7
Trimmed and realigned grid.png and grid.spec (top, left, and border all reduced to 1)
Realigned, Tweaked, & Added 'outside corner' darkening to darkness.png and darkness.spec (top, left, and border all reduced to 1)
Merged darkness.png and darkness.spec into grid.png and grid.spec
Reference to data/misc/buildings.spec changed to data/misc/buildings-large.spec
mask.tile properly referenced and trimmed in terrain1.png and terrain1.spec
revamped unit offset to improve visibility of unselected unitextras on military base (fortress)
Added units.png and units.spec with all default units, using partially modified amplio2 units
Added untested 2.5 alpha patch to apply AFTER the rest of 1.7 is applied

v1.6
Deep Oceans blended (except with Lakes, which should not occur; same 'sand' appearing as with Ocean-Lake blending)
Irrigation redone with translucent 'mud' rather than opaque
Farmland transparency increased from 0 to 20% in terrain1.png
Added Convert icon to unitextras.png
Differentiated deep ocean(lighter) and fogged ocean(higher saturation) better in terrain2.png
Added icons for (theoretical) AI commands 'Aggressive Exploration'(crossed swords) and 'Auto-Attack'(Sword on Shield) to unitextras.png
Added monorails to terrain1.png

v1.5
Added void.png and void.spec files
Added starry 'void', starry(with stalactites hanging from land/water) 'void2', brown 'dirt', and 'black' tiles
Mountains, Hills, Forests, Jungles, and Taiga Edited to reduce unexplored tile creeping

v1.4
Iceberg Layer created
Oceans Blended together
New Roads, Paved Roads, and Railroad Created
Added select.png and select.spec
Referenced Amplio2's unit explosion graphics (explosions.png and explosions.spec files)

v1.3
Rivers Converted to Amplio
Lakes Blended

v1.2
Oceans Converted to Amplio
Lakes Converted to their own, brighter tiles
Added Taiga tiles

v1.1
Hills Converted to Amplio

v1.0
Base Layer Converted to Amplio
Mountains Converted to Amplio
Darkness altered to translucent tiles
Last edited by GriffonSpade on Fri Jun 24, 2016 12:35 pm, edited 26 times in total.

cazfi
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Re: amplio2hexbig tileset

Postby cazfi » Thu Jan 02, 2014 12:06 am

1) There's some problems when there's unknown tile next to Hills/Mountains/Forest. Those terrains sometimes continue to the unknown tile, and darkness drawn on top of that only covers part of what's in the visible tile, leaving some parts visible behind those pixels of darkness. I don't know if you can do anything to that with existing freeciv tileset format (can you make darkness sprite so that it covers the actual unknown tile too?), but I leave it for you to check and test. Let me know if freeciv changes are needed.

2) Is it ok if this tileset is made available with freeciv-modpack -utility?

GriffonSpade
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Re: amplio2hexbig tileset

Postby GriffonSpade » Fri Jan 03, 2014 12:04 am

2) Certainly!

1) I've noticed the overlap too, but am uncertain about a fix. I'd have to doublecheck to make sure, but I don't think the unseen tiles actual value even matter though, it just 'assumes' there are more connecting terrain just out of sight. I'll check that out tonight.

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Re: amplio2hexbig tileset

Postby GriffonSpade » Fri Jan 03, 2014 10:31 pm

cazfi wrote:1) There's some problems when there's unknown tile next to Hills/Mountains/Forest. Those terrains sometimes continue to the unknown tile, and darkness drawn on top of that only covers part of what's in the visible tile, leaving some parts visible behind those pixels of darkness. I don't know if you can do anything to that with existing freeciv tileset format (can you make darkness sprite so that it covers the actual unknown tile too?), but I leave it for you to check and test. Let me know if freeciv changes are needed.


Looked at it for a few minutes thinking 'but they all need to be the same to match up'...and then promptly forehead-palmed realizing that the overlap is all the same to match up. So after trying couple methods, cutting the huge excess off the bottom and pasting it into a layer behind the top worked best, with the top excess unchanged (it was't very large anyway, and it's isometric, so that's expected to a degree).
Then went and rebuilt the forest tiles, capping the excess to 10 pixels above(just enough to cover the trunks of a forest tile it's matched with), and it looks great. (in some places, it was as high as 30 before...).
Also threw in some misc tiles that I'd done before, but placed on the backburner as unimportant. The 'black' tile is just a pure black for a 'hard' out of bounds, the 'dirt' tile is a dark brown and can be used for a 'soft' out of bounds, the 'void' uses the starry void tiles from battle for wesnoth, and likewise the 'void2' tiles, but the void2 cause water to beachhead and stalactites hang off the bottom for a 'floating islands in the void' type scenario, if oceans just aren't enough of a barrier.(think Malas from Ultima Online)

cazfi
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Re: amplio2hexbig tileset

Postby cazfi » Sat Jan 25, 2014 8:53 pm

cazfi wrote:1) There's some problems when there's unknown tile next to Hills/Mountains/Forest. Those terrains sometimes continue to the unknown tile, and darkness drawn on top of that only covers part of what's in the visible tile, leaving some parts visible behind those pixels of darkness. I don't know if you can do anything to that with existing freeciv tileset format (can you make darkness sprite so that it covers the actual unknown tile too?), but I leave it for you to check and test. Let me know if freeciv changes are needed.

Turned out that the problem I saw, was caused by another fix that has been committed since 2.4.1 release. See bug #21539

cazfi
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Re: amplio2hexbig tileset

Postby cazfi » Sun Feb 02, 2014 5:51 am

I made simple conversion of version 1.5 to current freeciv S2_5 format, for testing freeciv before the format gets frozen. That tileset is now available with modpack installer (S2_5 version, naturally).

It was routine conversion following http://freeciv.wikia.com/wiki/How_to_up ... 2.4_to_2.5 except that "unit.convert" activity needs gfx. I worker around that by just defining the tag to point to some other sprite.

cazfi
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Re: amplio2hexbig tileset

Postby cazfi » Mon Feb 03, 2014 3:25 pm

Ported to current (or at least current yesterday) TRUNK.

In the other thread jtn said:
Well, I'd love to see a hex Amplio. Really, the thing that's put me off ever playing hex is the lack of tilesets, much as I'd like to.

I too consider now actually playing with hex topology a bit for the first time. Which brings the question if we should add (amplio2hexbig or some other) better tileset to freeciv project itself?

I'm about to combine Amplio2hexbig with Cimpletoon units (no artistic skills required, just editing the .tilespec) to see how such a tileset would work.

cazfi
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Re: amplio2hexbig tileset

Postby cazfi » Tue Feb 04, 2014 12:58 am

One thing you may want to improve is making it easier to distinguish between "Fogged Ocean" and "Seen Deep Ocean". Not that I just spent some time searching for a bug that caused those Ocean tiles to be fogged despite being in city vision range....

GriffonSpade
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Re: amplio2hexbig tileset

Postby GriffonSpade » Tue Feb 04, 2014 4:48 pm

hmm, i can see where that might be a problem, with fog being 44.7% darker and deep ocean being 50% darker. Maybe a slight red shift toward blue-violet would work?

current progress on next version:
v1.6
Deep Oceans blended (except with Lakes, which should not occur; same 'sand' appearing as with Ocean-Lake blending)
Bug: When adjacent to the edge of the map, 'sand' from ocean-deep ocean blending appears and is not covered.
Irrigation redone with translucent 'mud' rather than opaque in terrain1.png
Farmland transparency increased from 0 to 20% in terrain1.png
Added Convert icon to unitextras.png
TODO: Differentiate deep ocean and fogged ocean better

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JTN
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Re: amplio2hexbig tileset

Postby JTN » Tue Feb 04, 2014 10:33 pm

cazfi wrote:In the other thread jtn said:
Well, I'd love to see a hex Amplio. Really, the thing that's put me off ever playing hex is the lack of tilesets, much as I'd like to.

I too consider now actually playing with hex topology a bit for the first time.

Me too -- I've played a S2_4 test game with civ2civ3 and amplio2hexbig; enjoying it so far.

cazfi wrote:One thing you may want to improve is making it easier to distinguish between "Fogged Ocean" and "Seen Deep Ocean". Not that I just spent some time searching for a bug that caused those Ocean tiles to be fogged despite being in city vision range....

Indeed, this is the biggest problem I had with amplio2hexbig.
(Although I've heard others making the same comment about other tilesets.)

GriffonSpade wrote:hmm, i can see where that might be a problem, with fog being 44.7% darker and deep ocean being 50% darker. Maybe a slight red shift toward blue-violet would work?

That was my best idea so far...


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