Re: amplio2hexbig tileset
Posted: Wed Feb 05, 2014 7:36 pm
Spec File Changes 1.5-1.6
(So that those working with 2.5 don't have to redo all the 2.4-2.5 spec file changes manually)
unitextras.spec:
Added Convert Icon to the tileset(but not spec file) at 3,6
terrain2.spec:
the t.l2.floor cells should be replaced with these (deep/ocean use the same blending mask now)
terrain1.spec:
Added monorails, I used 'mono' as the stem(to fit in with road/pave/rail) (Suggested placement just below the ;railroad section)
The ocean blend tile (this section is located at the bottom of the specfile) has been changed from the desert tile(0,0), to a mutilated desert tile at (1,11) (Part of the edit that removed 'sand' from appearing near the edge of the map or unexplored areas)
(So that those working with 2.5 don't have to redo all the 2.4-2.5 spec file changes manually)
unitextras.spec:
Added Convert Icon to the tileset(but not spec file) at 3,6
terrain2.spec:
the t.l2.floor cells should be replaced with these (deep/ocean use the same blending mask now)
Code: Select all
;Deep Ocean blended with Shallow Ocean
15, 0, "t.l2.floor_cell_u_f_f_f"
15, 1, "t.l2.floor_cell_u_c_f_f"
15, 2, "t.l2.floor_cell_u_f_c_f"
15, 3, "t.l2.floor_cell_u_c_c_f"
15, 4, "t.l2.floor_cell_u_f_f_c"
15, 5, "t.l2.floor_cell_u_c_f_c"
15, 6, "t.l2.floor_cell_u_f_c_c"
15, 7, "t.l2.floor_cell_u_c_c_c"
16, 0, "t.l2.floor_cell_d_f_f_f"
16, 1, "t.l2.floor_cell_d_c_f_f"
16, 2, "t.l2.floor_cell_d_f_c_f"
16, 3, "t.l2.floor_cell_d_c_c_f"
16, 4, "t.l2.floor_cell_d_f_f_c"
16, 5, "t.l2.floor_cell_d_c_f_c"
16, 6, "t.l2.floor_cell_d_f_c_c"
16, 7, "t.l2.floor_cell_d_c_c_c"
17, 0, "t.l2.floor_cell_l_f_f_f"
17, 0, "t.l2.floor_cell_l_f_c_f"
17, 2, "t.l2.floor_cell_l_c_f_f"
17, 2, "t.l2.floor_cell_l_c_c_f"
17, 4, "t.l2.floor_cell_l_f_f_c"
17, 4, "t.l2.floor_cell_l_f_c_c"
17, 6, "t.l2.floor_cell_l_c_f_c"
17, 6, "t.l2.floor_cell_l_c_c_c"
17, 1, "t.l2.floor_cell_r_f_f_f"
17, 1, "t.l2.floor_cell_r_f_c_f"
17, 3, "t.l2.floor_cell_r_c_f_f"
17, 3, "t.l2.floor_cell_r_c_c_f"
17, 5, "t.l2.floor_cell_r_f_f_c"
17, 5, "t.l2.floor_cell_r_f_c_c"
17, 7, "t.l2.floor_cell_r_c_f_c"
17, 7, "t.l2.floor_cell_r_c_c_c"
Added monorails, I used 'mono' as the stem(to fit in with road/pave/rail) (Suggested placement just below the ;railroad section)
Code: Select all
;monorails
9, 0, "r.mono_isolated"
9, 1, "r.mono_n"
9, 2, "r.mono_ne"
9, 3, "r.mono_e"
9, 4, "r.mono_se"
9, 5, "r.mono_s"
9, 6, "r.mono_sw"
9, 7, "r.mono_w"
9, 8, "r.mono_nw"
Code: Select all
1, 11, "t.blend.coast"
1, 11, "t.blend.ocean"
1, 11, "t.blend.floor"
1, 11, "t.blend.lake"