Tileset Tool - The V2 Tileset Editor (Updated 2012-12-29)
- CommanderSpleen
- Posts: 1017
- Joined: Sun Aug 31, 2003 12:11 pm
- Location: The Land of Sparkly Things
- Contact:
-
- Posts: 120
- Joined: Wed Dec 16, 2009 5:20 pm
Try this.CommanderSpleen wrote:Grr. It needs some work in the case sensitivity department. It looks for *.bmp and *.EXE.
-
- Posts: 120
- Joined: Wed Dec 16, 2009 5:20 pm
Here's a prototype editor for lemm's tileset format:
-Linux x86-32, x86-64
-Windows x86-32
It supports lemm's format exclusively, but it can import .tli files to upgrade. The interface is a bit raw, so you'll have to work out the slope values yourselves. The animation frame values indicate an offset: -1 would be the previous tile and 1 is the next tile. This probably doesn't suit what lemm had in mind for the animations, but it's easier for the time being. The next version will have a graphical picker and avoid all the confusion.
This version has a few extra features over the regular version:
-you can choose how many tiles wide the tileset appears in the viewer, as well as the scale.
-the first frame of animation for each tile is shown in the tileset viewer.
-arrows in the tileset viewer indicate which collision properties are set. They don't distinguish slopes though.
I plan to release one more lemm-format-only version with new slope and animation controls. The next release after that should support both formats.
-Linux x86-32, x86-64
-Windows x86-32
It supports lemm's format exclusively, but it can import .tli files to upgrade. The interface is a bit raw, so you'll have to work out the slope values yourselves. The animation frame values indicate an offset: -1 would be the previous tile and 1 is the next tile. This probably doesn't suit what lemm had in mind for the animations, but it's easier for the time being. The next version will have a graphical picker and avoid all the confusion.
This version has a few extra features over the regular version:
-you can choose how many tiles wide the tileset appears in the viewer, as well as the scale.
-the first frame of animation for each tile is shown in the tileset viewer.
-arrows in the tileset viewer indicate which collision properties are set. They don't distinguish slopes though.
I plan to release one more lemm-format-only version with new slope and animation controls. The next release after that should support both formats.
-
- Posts: 120
- Joined: Wed Dec 16, 2009 5:20 pm
-
- Posts: 120
- Joined: Wed Dec 16, 2009 5:20 pm
Hey I think CG already can do that. Not sure, never tested it, but I never meant to limit it to 4 frames animation. You also can use bigger tilesets now, up to size of 60000 tiles, I thinklemm wrote:Whoa, nice!
I am making a patch right now which would allow 910 (sloped) tiles and (maybe) up to 8 animation frames per tileset in Keen1; if you want to make it support that I would be grateful.
-
- Posts: 120
- Joined: Wed Dec 16, 2009 5:20 pm
I don't know how to implement copy and paste yet, but I have added hotkeys similar to Commander Spleen's TilePhile in the latest version. Select "Hotkeys..." from the help menu to see the full list.levellass wrote:What this really, really needs is a copy\paste functionality for tiles, like in CK456tli, which saves a lot of 'YES, make all four sides blocking on this tile too...' pointless clicking., especially if you have 910 tiles...
Also in the new version:
- a graphical slope editor so that you don't have to calculate the values yourself.
- The program will now remember the last directory you used and the position and configuration of the program window.
- The tile editor pane is a movable dock
- the collision properties have been split into multiple fields. Hopefully this makes some operations simpler.
- Palettes are no longer automatically corrected for 4 or 8 bit images. If the tileset does not display the right colors in-game or after re-opening, re-import and try "Fix Palette" under the edit menu! This change was needed for basic support of the palette patch.