Tiled automapping for Daggerfall terrain textures

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BadLuckBurt
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Joined: Sun Nov 05, 2017 8:30 pm

Tiled automapping for Daggerfall terrain textures

Post by BadLuckBurt »

Hi everyone,

I have made a basic automapping setup for Tiled to help with painting new terrains for Daggerfall. I'll be writing some documentation later this week to add to Github but I'd like to have some feedback before I do. I'm currently in the process of creating a toolset for working with the WorldData stuff Hazelnut is doing, this will become a part of that set.

I don't know if anyone on these forums has any experience with Tiled and specifically setting up automapping, I sure don't and wonder if my approach is the right one. I've done a few tests and settled on using mostly 3x3, 3x2 and 2x3 grids as inputs. I know 2x2 grids are an option as well but during testing I found they replace tiles that you may not want to have replaced.

Some of you are probably thinking, WTF is automapping. It's a method that recognises tile layouts and 'autocompletes' certain configuration. You can read more about it here: https://doc.mapeditor.org/en/stable/manual/automapping/

If you'd like to take a look at my concoction, you'll need to download and install the following:

Tiled: https://www.mapeditor.org/
Daggerfall Imaging 2: https://www.dfworkshop.net/downloads/da ... l-imaging/

And you'll need to grab my repository, either clone it or download the ZIP (look for the 'Clone or download' button on the Github page)

DF terrain automap files: https://github.com/BadLuckBurt/tiled-da ... in-automap

Use Daggerfall Imaging 2 to export the terrain textures:

- TEXTURE.002 (Desert terrain Test)
- TEXTURE.003 (Desert Terrain Set Wint)
- TEXTURE.004 (Desert Terrain Rain)
- TEXTURE.102 (Mountain Terrain 7-5-96)
- TEXTURE.103 (Mountain Terrain Winter)
- TEXTURE.104 (Mountain Terrain Rain 7)
- TEXTURE.302 (Temperate Terrain Set)
- TEXTURE.303 (Woodland Terrain Snow)
- TEXTURE.402 (swamp Terrain Set)
- TEXTURE.403 (Swamp Terrain Winter)
- TEXTURE.404 (swamp Terrain Set)

Copy the folders to the /textures folder in my project. You can use a symlink too if you know how those work, otherwise just copy them.

When this is done, you can open up any of the .tmx files in the <terrain>_maps folders in my project to have a look or create a new file in Tiled. If you decide to create a new file, load in the appropriate tileset too. You can find the tilesets in the root folder of my project (<Terrain>.tsx).

If you want to have a look at how the automapping has been set up, open one of the <terrain>_dirt, <terrain>_grass, <terrain>_rock, <terrain>_water.tmx files in tiles. These .tmx files can be found in the root folder of my project.

Hide the regions layers and you can see the input and output configurations I have defined, if you hide the output layer as well, you can see the tile configurations that Tiled looks for when using automapping.

Feel free to ask any questions you may have, it'll help me to write a clear guide on how to use this.
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

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