I have updated the tileset Amplio for v2.5 and v2.6, with some improvements from Amplio2:
Added from Amplio2 (unmodded):
- maglev
- nuke
- tiles
- veterancy
Added from Amplio2 (modded):
- moderncities (kept small flags, added bases made by GriffonSpade)
- hills (matched amplio colors)
- mountains (matched amplio colors)
Changes to Terrain:
- grassland, immpasable terrain, and ditter effect, from Amplio2
- forests from Freeland tileset, with colors from Amplio trees
- hills and mountains use plains as first layer
- swamps colors normalized
...Development moved to: http://forum.freeciv.org/f/viewtopic.php?f=11&t=86
For v2.6:
Amplio1 (tileset Amplio with some improvements from Amplio2)
Amplio1 (tileset Amplio with some improvements from Amplio2)
Last edited by bard on Sat Feb 28, 2015 8:39 pm, edited 6 times in total.
Re: Amplio1 (tileset Amplio with some improvements from Ampl
Some screenshots compared to Amplio and Amplio2:
Re: Amplio1 (tileset Amplio with some improvements from Ampl
Yes, most improvements in Amplio2 are fine, but the big flags and the big ruins (as long as they have no effect) suck. Map2oil for small flags + PNG attached for comparison. attached for comparison.bard wrote:I have updated the tileset Amplio for v2.5 and v2.6, with some improvements from Amplio2
Re: Amplio1 (tileset Amplio with some improvements from Ampl
My pack keps the small flags from amplio, I do not like big flags either.
The cities in the pack also includes the extra base levels made by GriffonSpade.
Does your city file include some other improvement?
I'd be interested to try your Map2oil tileset if you share here a link.
The cities in the pack also includes the extra base levels made by GriffonSpade.
Does your city file include some other improvement?
I'd be interested to try your Map2oil tileset if you share here a link.
Re: Amplio1 (tileset Amplio with some improvements from Ampl
If tha's added to Amplio2 my script to create map2oil will use it automatically. Anything not in Amplio2 requires code.bard wrote:The cities in the pack also includes the extra base levels made by GriffonSpade.
The old ruins in the variant posted above. The tilespec either includes cities1.tilespec (small flags, old ruins), or cities.spec (large flags,new ruins) on the same PNG, only the commented out grid cells swapped.bard wrote:Does your city file include some other improvement?
Testing your recipe with two attachments here: Three PNGs incl. the cities in the 2nd part.bard wrote:I'd be interested to try your Map2oil tileset if you share here a link.
- Attachments
-
- map2oil_2of2.zip
- map2oil for 2.5 (tested with beta1) part 2 of 2
- (554.2 KiB) Downloaded 468 times
-
- map2oil_10f2.zip
- map2oil for 2.5 (tested with beta1) part 1 of 2
- (974.97 KiB) Downloaded 435 times
Re: Amplio1 (tileset Amplio with some improvements from Ampl
Thanks for sharing your tileset.
I'm trying to test it with 2.5 beta1, but the client crashes when I open the client options, saying that it is missing the "map2oil/intro", or something like that.
Anyway, I'm liking some of your improvements, I'll try to copy them to my tileset.
I read your answer about the random tile matches. It is something useful that I didn't know.
About the forests from Freeland (and Amplio1), they do not seem designed to match as you say, but some combinations do not look good, and I dedicated long time to select the current match numbers in order to avoid these ugly matches. I think this way it looks better than random. I'll test the random matches with hills and mountains, though.
I'm trying to test it with 2.5 beta1, but the client crashes when I open the client options, saying that it is missing the "map2oil/intro", or something like that.
Anyway, I'm liking some of your improvements, I'll try to copy them to my tileset.
I read your answer about the random tile matches. It is something useful that I didn't know.
About the forests from Freeland (and Amplio1), they do not seem designed to match as you say, but some combinations do not look good, and I dedicated long time to select the current match numbers in order to avoid these ugly matches. I think this way it looks better than random. I'll test the random matches with hills and mountains, though.
Re: Amplio1 (tileset Amplio with some improvements from Ampl
Yes. somehow I managed to lose intro.png when I split the files in two parts, fix attached.bard wrote:it is missing the "map2oil/intro"
About the random matches:
I certainly also didn't know it before an experiment. README.graphics is an intro to an interesting article with 90% not yet written. There are lots of TBD in map2oil, where I have not the faintest idea what is actually going on. What is a blend_layer, what is a darkness_layer, what triggers the missing t_blend warnings (no matter if the tileset happens to have blend tiles for the given terrain type or not), what exactly is t.dither, what was the last decade when t.unknown1 was used (guess: before 2000), how is the name "cellgroup" determined (guess: hardwired for match type corner with two matches), why does t.fog use all pixels instead of only the t.mask diamond shape, and so on.bard wrote:something useful that I didn't know.
Okay, but for the Amplio2 jungles I'm pretty confident that there are only 14 + 2 dupes, and 1..14 work (tested with 2.4).bard wrote:the forests from Freeland (and Amplio1), they do not seem designed to match as you say, but some combinations do not look good, and I dedicated long time to select the current match numbers in order to avoid these ugly matches.