[quote=“SirHoder, post:275, topic:2019”]Looking awesome Deon!
That being said…
“Sick of beautiful tile-sets created by magical art robots? Want the bare minimum graphical interface for your favorite game? For a limited time only! This thing!”
Well, Deon’s release really put a crimp in my efforts…
I’m about at the same point Deon described, most terrain features, a few common items (rocks, sticks, 2x4s) and most field effects (fire, smoke, acid, blood splatters, etc), plus a complete set of vehicle bits. Using 16x16 tiles based on the stock graphic set. My enemy graphics blow up as Deon described, but i haven’t bothered to compensate for the mismatched indexes, so beware… My focus has been on reducing the undefined bits you’d encounter in general play, towns should render out pretty completely. Rarer areas (like mines, temples, fema camps) have not been tested, I expect errors.
Don’t know how much further I’ll push this, I’m not looking forward to the mass of items that are on the horizon, and my quality is best described as “programmer art”… But this does get you playing with a raw tileset. May be be useful for people that don’t want to dig into the Json to apply tile changes.[/quote]
It still looks good. As for the new items coming i made a suggestion about it. I dont know if GalenEvil can pull it off tho.
something like this: <item_id> use if not present use <category_tile>