Author Topic: Tiled Mapper Release  (Read 37497 times)

Re: Tiled Mapper Release
« Reply #30 on: November 09, 2012, 11:54:10 am »
This is really impressive. Works nicely for the cave and vault layouts. As I understand, you've got a "template map" of larger pieces, i.e. corridor in each direction, corners etc which makes a basic tileset, then extra rows of variations on the same piece for the randomness - so you can replace them like Mr Porno has done to make different areas. I assume this would work even for outdoor buildings, roads and so on. I didn't make anything useful on my first attempt, but I think I understand it now. Brilliant.

Offline Gob

  • The Good
Re: Tiled Mapper Release
« Reply #31 on: November 14, 2012, 01:27:58 pm »
Great I would attempt to rewrite it in VB.NET :>

Offline Shangalar

  • Dictatorial Tyrant
    • Generation Fallout
Re: Tiled Mapper Release
« Reply #32 on: November 15, 2012, 11:52:25 am »
Lidae has worked way further with the tiled mapper. He will certainly release it one day or another.

Re: Tiled Mapper Release
« Reply #33 on: December 08, 2012, 11:03:10 am »
Ok. I've started to play around with presets... And the first impression is: "damn I had to figure out which tile corresponds to which wall and width by myself". I wanted to create an easy and fast preset for random encounters... So I have created several "blank tile" variants (0,0 0,20 0,40 etc...) to have my non filled desert area look a bit random from time to time and here goes my first problem you can't change Variant for blank tile (You can ask why haven't I used filled tile well that's the next thing) I used filled tile (20,0 20,20 20,40) to have little houses, tents and some intractable stuff so I could use them to add "things" to the encounter just selecting a needed number (or even add some randomization in the process) and here goes the second problem... By default program creates a wall on the edge of the last filled tile. I don't need any walls at the moment in this preset at all and I left corresponding preset tiles places blank which result in not compilable map... Ofc I could have added "blank wall tiles" in the preset for the walls and use them to avoid this little thing but it leaves me w\o the ability to customize some walls with more complex buildings in the future and still use randomization as I had to exclude "blank wall title" which forces me to assign variant to tile and that rule will go for any outdoor maps you want to create...

In conclusion:
1) You need a decent preset creation guide (which tile corresponds for which wall in the readme at least)
2) Program requires a check box for edge walls if you plan to do outdoor maps with it
3) Program requires variant option for blank tiles

Offline Gob

  • The Good
Re: Tiled Mapper Release
« Reply #34 on: June 26, 2013, 01:52:30 pm »
Does anyone have any city or vault presets?
« Last Edit: June 26, 2013, 01:54:24 pm by Gob »

Offline 700noob007

  • Woah, sneaker!
Re: Tiled Mapper Release
« Reply #35 on: June 26, 2013, 06:15:08 pm »
I get an error when starting "Invalid preset path. The program will close now". Any idea on how too fix it?

Offline Atom

  • Rotator
Re: Tiled Mapper Release
« Reply #36 on: June 27, 2013, 09:13:58 am »
I get an error when starting "Invalid preset path. The program will close now". Any idea on how too fix it?
Open TiledMapper.cfg and set PresetsPath key under the [Compiler] tab to your current presets path. Alternatively just delete TiledMapper.cfg, restart the tool and set it up again.

Re: Tiled Mapper Release
« Reply #37 on: August 01, 2016, 05:57:10 am »