How do you make your own tile set?

Started by GigaLem, December 13, 2009, 12:03:24 AM

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namida

No one's released utilities for it yet. Lemmix editor can uncompress existing ones, but not decode them or recompress new ones - and it's very difficult for creating vgaspec files.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

EricLang

I'm planning to add it in Lemmix. Working on it right now

Dullstar

Wait, REALLY?  Wow, like REAL tilesets?  Could they be used in CustLemm if you did it right?

EricLang

I think so, yes. I just started writing code to change the groundxx.dat and vgagr.dat files and fill them with new pictures.

Dullstar

Hey, great!  That's awesome.  Plus, I just fixed my Linux issue (NEVER use the same home directory for multiple installations, even if the second one is just updating the first, just back up the important stuff, wipe clean, and restore)

EricLang

My first test with the first graphic set of original lemmings.
Loading the original and then writing it back to a new groundxx.dat and vgagrxx.dat gives this.
Reloading it afterwards gives a valid result already.
Something goes wrong with the colors, but I'm getting somewhere http://www.lemmingsforums.com/Smileys/lemmings/smiley.gif" alt=":)" title="Smiley" class="smiley" />

Dullstar


EricLang

I started today. It's a tricky thing getting it 100% ok.
Started with the new editor about 2 weeks ago.

namida

A request, if you don't mind: Can you make the VGASPEC creator a bit simpler? It's quite vague that it just says "too many colours" without any further explanation. Or perhaps a guide on how to create them better to fit Lemmix's requirements?
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

GigaLem

Or maybe lemmix tilepro
And lemmix extendpro
Tilepro

Extract a file of terrain from a pc game (like ricochete infinity) or your own tarrain file
Object design fit 14 positions
You can Chose from
Exit pt1(make only one)
exit pt2(make only one)
Door (make only one)
Colored flags
Traps (Shooter,sucker,crusher, or step into Make up to 6)
and Water

Extendpro

If you have a peace or terrain you made from erasing and other stuff
click on that tool
And save it on a file to keep forever or until the computer needs to be rebooted(erases data when theres too many viruses)
Just drag or draw aroud the tarrain you made cut it and save it

ccexplore

A request, if you don't mind: Can you make the VGASPEC creator a bit simpler? It's quite vague that it just says "too many colours" without any further explanation. Or perhaps a guide on how to create them better to fit Lemmix's requirements?

This is a limitation of Lemming's VGASPEC format.  It can only represent a 960x160 bitmap of up to 7 colors (not counting the transparent "black" color).

namida

I'm aware of that, thanks. My problem was more to do with giving better instructions and error messages. I wasn't aware that 7 was the limit though, I thought it was 15 but some of them pre-set. Is there any restrictions on which ones they can be?
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

ccexplore

The 15 was for normal non-VGASPEC graphics sets, and to be fair, I'm not 100% sure whether it would work properly for terrain graphics (ie. the "fixed" colors may be treated as non-terrain pixels, I'm not really sure).  The VGASPEC format represents each pixel only with 3 bits, leading to the 7-color limit.  There are no restrictions on the individual colors though--in fact the 7 colors defined in the VGASPEC file replaces the ones in the normal graphics set being used, which is why even objects like exits have their colors affected.

I actually don't even know Lemmix has a VGASPEC generating feature so I can't really speak to that.  I know a long while ago I released a "myvgaspec" program that converts compliant BMPs to VGASPECs, and I'm pretty sure the error messages and instructions in my program are pretty verbose.

Kyras

i reallllly want to make my own landscape!