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(Q)Mapmaking - Instantly change of tileset

Forum Index > BW General
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outscar
Profile Joined September 2014
2832 Posts
Last Edited: 2014-09-25 03:53:42
September 25 2014 03:51 GMT
#1
Delicate question for mapmaker experts.

So i understand that it's a lame post, but I'm curious about this and really excited. I attempted to change tileset of FS. Here what happens when you attempt it:

Ash Fighting Spirit
[image loading]


Badlands Fighting Spirit
[image loading]


Desert Fighting Spirit
[image loading]


Ice Fighting Spirit
[image loading]


Space Fighting Spirit
[image loading]


Twilight Fighting Spirit
[image loading]


Is there a way to convert map tileset somehow without damaging? If not, is there a way to restore damaged pixels rather than making everything again. It will be fun playing FS on ice or twilight (admit that jungle tileset bothered all of you), and seeing such good maps with other landscapes will be hilarious.
sunbeams are never made like me...
TelecoM
Profile Blog Joined January 2010
United States10668 Posts
September 25 2014 03:53 GMT
#2
Cool, at work so I can't see the pics, but I would love to see FS in different Tilesets, especially Snow and space! (Never really liked Desert tile set dunno why...hurts my eyes maybe...) ...Can't wait to see these!
AKA: TelecoM[WHITE] Protoss fighting
xboi209
Profile Blog Joined June 2011
United States1173 Posts
September 25 2014 03:57 GMT
#3
Not all tiles have a similar tile in every tileset
http://www.reddit.com/r/broodwar/
Birdie
Profile Blog Joined August 2007
New Zealand4438 Posts
Last Edited: 2014-09-25 04:04:49
September 25 2014 04:00 GMT
#4
The broken tilesets are because not all of modern maps are made using only the isometric tools provided in StarEdit. If you use more advanced tools such as SCMDraft or StarForge, you can place individual tiles, instead of being forced to place isometric pieces (composed of multiple tiles). The parts of the map which are isometric are "perfectly" replaceable in another tileset, but the parts which are made of individually placed tiles would have to be manually replaced.

The reason the mapmakers use the individual tiles are so that they can make the terrain "blend" better, and do more interesting things that the original isometric terrain cannot do. For example, there are only two isometric ramps, but by using individual tiles you can make backwards-facing ramps, wider ramps, narrower ramps (like on Sin 815), and so on.

If you want to learn more about it, check out the SCBW Terrain section at http://www.staredit.net/forums/

Here's a couple of examples:
[image loading]

[image loading]

[image loading]
Red classic | A butterfly dreamed he was Zhuangzi | 4.5k, heading to 5k as support!
pebble444
Profile Blog Joined March 2011
Italy2497 Posts
September 25 2014 04:46 GMT
#5
i d like to see a twilight fs
"Awaken my Child, and embrace the Glory that is your Birthright"
itsjustatank
Profile Blog Joined November 2010
Hong Kong9152 Posts
September 25 2014 05:11 GMT
#6
spaaaaaaaaaaaaace fighting spirit

man that looks broken
Photographer"nosotros estamos backamos" - setsuko
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
September 25 2014 05:11 GMT
#7
No you can't properly fix them due to the reasons Birdie provided. Either have to remake the map from scratch on a different tileset or patch them up after converting them :/
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Stratos
Profile Blog Joined July 2010
Czech Republic6104 Posts
September 25 2014 08:54 GMT
#8
Here's desert and twilight: http://m.ygosu.com/board/st/115968$page=314
En Taro Violet
Freakling
Profile Joined October 2012
Germany1526 Posts
Last Edited: 2014-10-10 17:12:17
September 25 2014 09:50 GMT
#9
I guess what you did is open the map in SCMDraft and change the tileset under the resize/change tileset option (whatever it is really called...)
What this does is simply replace the tiles from the original tileset with the tiles from the new tileset which have the same tile ID (All tilles are referenced as part of a 2-dimensional array; if you want to find out the tile index of any specific tile, you can do so by opening a terrain palette, go to the tileset indexed dialogue in thew dropdown menu and crtl-leftclick the tile in the map).

Now the problem is this: All the original StarCraft tilesets are completely independant of each other, meaning that their terrain types do not directly correspond to other specific terrain types on another tileset and the same tile indices on different tileset palettes thus usually map to wildly different kinds of tiles (i.e. not only different terrain types, but what is a high ground cliff edge tile in one tileset may actually be, just as an example, a transitional tile between two low ground terrain types on another, or often just a "blank" null tile)

However, all the Broodwar tilesets (i.e. ice, desert, twilight) are based on the Jungle tileset from the original StarCraft and thus transition between any of these four is generally unproblematic, although certain terrain attributes, like buildability and walkability, may differ between corresponding terrains of different of these tilesets.

Here's a complete list of corresponding terrain types with their specific properties in each particular tileset:

(Note to TL-staff: Why isn't the table-tag implemented for BBCode on this site )

(1.) Jungle: Water (low ground, unwalkable, unbuildable) ; Twilight: Water (low ground, unwalkable, unbuildable) ; Desert: Tar (low ground, unwalkable, unbuildable) ; Ice: Ice (low ground, walkable, unbuildable)
Notes:
- cliff-transitions into: (2.)
- ice terrain is accessible via ramps and can thus be used in a wholy different fassion than the corresponding water in any of the other tilesets

(2.) Jungle: Dirt (low ground, walkable, buildable) ; Twilight: Dirt (low ground, walkable, buildable) ; Desert: Dirt (low ground, walkable, buildable) ; Ice: Snow (low ground, walkable, buildable)
Notes:
- transitions into: (3.), (4.), (5.)
- cliff-transitions into: (1.), (9.)

(3.) Jungle: Mud (low ground, walkable, buildable) ; Twilight: Mud (low ground, walkable, buildable) ; Desert: Dried Mud (low ground, walkable, buildable) ; Ice: Moguls (low ground, walkable, buildable)
Notes:
- transitions into: (2.)

(4.) Jungle: Jungle (low ground, walkable, buildable) ; Twilight: Crushed Rock (low ground, walkable, buildable) ; Desert: Sand Dunes (low ground, walkable, buildable) ; Ice: Dirt (low ground, walkable, buildable)
Notes:
- transitions into: (2.), (6.)
- cliff-transitions into: (7.), (8.)

(5.) Jungle: Rocky Ground (low ground, walkable, unbuildable) ; Twilight: Crevices (low ground, walkable, unbuildable) ; Desert: Rocky Ground (low ground, walkable, unbuildable) ; Ice: Rocky Snow (low ground, walkable, unbuildable)
Notes:
- transitions into: (2.)

(6.) Jungle: Ruins (low ground, walkable, unbuildable) ; Twilight: Flagstones (low ground, walkable, buildable) ; Desert: Crags (low ground, walkable, unbuildable with buildable transitional tiles) ; Ice: Grass (low ground, walkable, buildable)
Notes:
- transitions into: (4.)
- when changing tilesets, note that buildability of these common (mostly decorative) terrain types tends to warry somewhat complexly, most of which can be corrected manually in various ways, though

(7.) Jungle: Raised Jungle (low ground, walkable, buildable) ; Twilight: Sunken Ground (low ground, walkable, buildable) ; Desert: Sandy Sunken Pit (low ground, walkable, buildable) ; Ice: Water (low ground, unwalkable, unbuildable)
Notes:
- cliff-transitions into: (4.)
- no good reverse ramps for desert, obviously wildly different for ice...

(8.) Jungle: Temple (medium ground, walkable, unbuildable) ; Twilight: Basilica (medium ground, walkable, unbuildable) ; Desert: Compound (medium ground, walkable, unbuildable) ; Ice: Outpost (medium ground, walkable, unbuildable)
Notes:
- cliff-transitions into: (4.)
- good reverse ramps only available for twilight

(9.) Jungle: High Dirt (medium ground, walkable, buildable) ; Twilight: High Dirt (medium ground, walkable, buildable) ; Desert: High Dirt (medium ground, walkable, buildable) ; Ice: High Snow (medium ground, walkable, buildable)
Notes:
- transitions into: (10.)
- cliff-transitions into: (2.)

(10.) Jungle: High Jungle (medium ground, walkable, buildable) ; Twilight: High Crushed Rock (medium ground, walkable, buildable) ; Desert: High Sand Dunes (medium ground, walkable, buildable) ; Ice: High Dirt (medium ground, walkable, buildable)
Notes:
- transitions into: (9.), (11.)
- cliff-transitions into: (12.), (13.)

(11.) Jungle: High Ruins (medium ground, walkable, unbuildable) ; Twilight: High Flagstones (medium ground, walkable, buildable) ; Desert: High Crags (medium ground, walkable, unbuildable with buildable transitional tiles) ; Ice: High Grass (medium ground, walkable, buildable)
Notes:
- transitions into: (10.)
- when changing tilesets, note that buildability of these common (mostly decorative) terrain types tends to warry somewhat complexly, most of which can be corrected manually in various ways, though

(12.) Jungle: High Raised Jungle (medium ground, walkable, buildable) ; Twilight: High Sunken Ground (medium ground, walkable, buildable) ; Desert: High Sandy Sunken Pit (medium ground, walkable, buildable) ; Ice: High Water (medium ground, unwalkable, unbuildable)
Notes:
- cliff-transitions into: (10.)
- do not use ramps for twilight or desert because they are badly bugged (low ground), obviously wildly different for ice...

(13.) Jungle: High Tample (high ground, walkable, unbuildable) ; Twilight: High Basilica (high ground, walkable, unbuildable) ; Desert: High Compound (high ground, walkable, unbuildable) ; Ice: High Outpost (high ground, walkable, unbuildable)
Notes:
- cliff-transitions into: (10.)
- good reverse ramps only available for twilight, do not use the standard ramps for twilight, desert or ice, because they are all badly bugged (low ground)

However, this is only for the standard section of the terrain palette, the doodad section is not at all convertible between any two tilesets, and all the tilesets have some gaps in the pallette where other tilesets haven't, so you will have to do the following manual editing steps in any case (not necessarily in this order):

1. fill all the black null tiles with appropriate terrain tiles (most of this can be done with the Rectangular dialogue on the terrain palette)
2. remove all doodads and add fitting new ones from the tileset you transitioned to
3. go over all the parts of the map that use manual blending (which usually encompasses at least all the ramps) and redo them from scratch (or pick and copy ones from a template map or any other existing map with ramps you may have access to)

One last thing you should take into account is that Fighting Spirit is a map that has got quite a lot of trees on it, which provide cover for units "behing" them (technically for units whose collision box centre point is on one of the corresponding doodad tiles) and most of the tilesets do not have to offer anything similar (in Desert you could use any of the "little hut" doodads or their tiles [like on (4)DeserTec], for ice there are only some very bulky snow doodads and for twilight there's nothing that provides cover).

In either case, if remaking FS (or any other existing map) in another tileset is what you want to do, you are probably better off just manually doing it from scratch, which isn't actually that much work if you have access to the original map and if you have somewhat of an idea what you are doing.
Shinrei
Profile Joined February 2007
United States236 Posts
September 25 2014 13:51 GMT
#10
On September 25 2014 17:54 Stratos wrote:
Here's desert and twilight: http://m.ygosu.com/board/st/115968$page=314


Where is the download link for the maps?
=^.^=
outscar
Profile Joined September 2014
2832 Posts
Last Edited: 2014-09-25 17:53:04
September 25 2014 17:52 GMT
#11
Thanx for your explanations Birdie and Freakling, I highly appreciated them. I will give a try for Ice and Space, maybe Badlands FS because smart koreans already done Twilight and Desert.


Where is the download link for the maps?


There are your maps:

http://www.filedropper.com/fightingspiritcollection
sunbeams are never made like me...
outscar
Profile Joined September 2014
2832 Posts
September 25 2014 18:00 GMT
#12
I think topic can be closed.
sunbeams are never made like me...
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