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The top-level tilespec file also contains information on how to draw each
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terrain type. For each terrain type include a section "terrain_<terrain>"
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(e.g., "terrain_plains"). This section contains information on how to draw
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terrain type. For each terrain type include a section "tile_<terrain>"
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(e.g., "tile_plains"). This section contains information on how to draw
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this terrain type. (The terrain types are specified in the server ruleset
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file under the graphc and graphic_alt flags.)
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[terrain_XXX] options
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is_blended : If set, this terrain will be blended with adjacent
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terrains. Blending is done civ2-style with a
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dither mask. Only iso-view currently supports
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blending. Only the base graphic will be blended.
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Blending is drawn on top of the first layer (see
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is_blended : If non-zero, given layer of this terrain will be
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blended with adjacent terrains. Blending is done
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civ2-style with a dither mask. Only iso-view
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currently supports blending. Only the base graphic
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The blending mask has sprite t.dither_tile.
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is_reversed : Draw layers in reverse order.
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mine_sprite : Mine sprite for this terrain.
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num_layers : The number of layers in the terrain. This value
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must be either 1 or 2. Each layer is drawn
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must be 1, 2 or 3. Each layer is drawn
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separately. The layerN options below control the
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drawing of each layer (N should be either 0 or 1).
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drawing of each layer (N should be 0, 1 or 2)
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layerN_is_tall : Left right corner of terrain sprites is not based
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on normal_tile_width and normal_tile_height, but
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to corner of the full tile.
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matched sprite will be chosen that matches all
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cardinally adjacent tiles whose terrain has the same
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layerN_match_style : A string telling how matching is to be done for
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"none" : No matching is to be done.
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"bool" : Matching is done based only on whether the
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adjacent tile has the same match type.
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"full" : Matching is done against all possible
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match types of adjacent tiles.
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layerN_cell_type : With traditional tilesets each tile is drawn using
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one sprite. Which sprite to use may be specified
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using a match_type, and there may be multiple layers
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(each having one sprite). This method corresponds
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to cell_type "single". A more sophisticated drawing
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method breaks the tile up into 4 rectangles. Each
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rectangular cell is adjacent to 3 different tiles.
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Each adjacency is matched, giving 8 different sprites
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for each of the 4 cells. This cell_type is "rect".
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layerN_match_with : List of match_types to match against
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layerN_sprite_type : With traditional tilesets each tile is drawn using
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one sprite. This default sprite_type is "whole".
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Which sprite to use may be specified using a
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match_type, and there may be multiple layers
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(each having one sprite). This method corresponds
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to sprite_type "single".
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A more sophisticated drawing method breaks the tile
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up into 4 rectangles. Each rectangular cell is
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adjacent to 3 different tiles. Each adjacency is
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matched, giving 8 different sprites for each of the
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4 cells. This sprite_type is "corner".
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Additionally the top-level tilespec file should contain information about
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the drawing of each layer. This is needed because the way each layer is
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drawn must be consistent between different terrain types. As an example you
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can mix boolean and no matching but you cannot mix full and boolean matching.
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You may not have more than 2 layers (either in this section or in the
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[terrain_XXX] sections).
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drawn must be consistent between different terrain types. You may not have
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more than 3 layers (either in this section or in the [tile_XXX] sections).
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match_style : Gives the match style for this layer.
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"bool" : terrains may use "none" or "bool" for
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"full" : terrains may only use "full" matching
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match_types : Gives a string list of all different match types.
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This list must include every possible match_type
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used by terrains for this layer.
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First letter of the match_type must be unique
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----------------------------------------------------------------------
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Individual spec files: