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This is not an HD tileset but a tool for tileset creators. The title reflects that poorly, sorry. Do not pay attention to any specific textures. This is about how the new OpenBW tileset mechanism works.
Presenting a first peek of the OpenBW HD tileset mechanism.
This post is mostly targeted at map makers and 2D artists, explaining some of the internals of our tileset mechanism. All information is subject to change, since the OpenBW HD Tileset is currently under development.
OpenBW tilesets provide considerable improvements over original tilesets in terms of extendability and usability, while remaining fully backwards-compatible with original maps. A standard tile measures 64x64 pixels (versus the 32x32 from the original).
Each tile on the map uses three parameters: - foreground texture identifier - background texture identifier - mask identifier
Thereby, transition tiles can be created by designing just a mask, independently of the textures used. Textures can measure up to 1024x1024 pixels. This means, that an area as wide as 16x16 tiles can be covered with plain tiles without ever having to repeat a single pattern. Seamless blending of tiles becomes a non-issue. Only the large texture maps need to be designed such that they blend seamlessly. OpenBW tilesets will also be exchangeable, such that the same map can be viewed in different themes.
For reference, see the top left main of Fighting Spirit in original tiles:
![[image loading]](http://www.openbw.com/wp-content/uploads/2017/01/original_32_tiles.png) Above: Fighting Spirit top left position, original tileset
In the following three screenshots the individual original tiles are replaced with just transition masks, masking a 1024x1024 foreground texture onto a 1024x1024 background texture. The individual masks were created manually for each tile to imitate original transitions.
The first image uses a spaghetti background and a bolognese foreground texture to illustrate the point. Geyser and mineral patches are edited on top with Photoshop for easier orientation. Note how the bolognese substitutes jungle and the spaghetti substitutes dirt while the original shapes remain intact.
![[image loading]](http://i.imgur.com/fbiXN7G.jpg) Above: Fighting Spirit top left position, using spaghetti textures
For demonstration purposes only, the textures for the following image are taken from 0ad. However, exchanging textures is as easy as replacing two PNG images.
![[image loading]](http://www.openbw.com/wp-content/uploads/2017/01/openbw_1024_texture.png) Above: Fighting Spirit top left position, using 0ad grass and dirt textures
To stress the point that really any two textures can be used and they work independently of the mask, here's a beach vegetation interpretation of FS:
![[image loading]](http://i.imgur.com/6GO3On0.jpg) Above: Fighting Spirit top left position, using 0ad beach and beach vegetation textures
In the images below, the two 0ad textures are replaced with original textures from Blizzard. The first image uses a 64x64 resolution, the second image uses an upscaled version of the original 32x32 resolution.
![[image loading]](http://i.imgur.com/adgh8y6.png) Above: OpenBW tileset rendering using the original Blizzard textures 64x64
![[image loading]](http://i.imgur.com/qNi7BLc.jpg) Above: OpenBW tileset rendering using the original Blizzard textures 32x32 upscaled
As you can see, we arrive at an image that very closely resembles the original reference image.
As a next step, the masks used for transitions between different textures are generated using exchangeable algorithms to create natural looking borders. The prototype uses the midpoint displacement algorithm as well as the Koch curve algorithm to create borders, then applies a transparency gradient filter on top of it.
Demo:
![[image loading]](http://www.openbw.com/wp-content/uploads/2017/01/mask_blending.png) from left to right: - foreground texture - background texture - manually created mask for reference - result using manual mask - mask generated with midpoint displacement algorithm - result - mask generated with Koch curve algorithm - result
There is clearly room for improvement. However, generated masks will bring the additional benefit of perfectly matching borders, apart from the reduced workload. Individual masks can always be improved manually in a second step.
We hope that this project appeals to map makers and pixel artists, as well as anyone interested in BW maps. Due to the backwards compatibility it will be possible to see (and play) every current map based on the Jungle theme in the new OpenBW tileset. Other tilesets will follow depending on community contributions. If you are interested in contributing, please get in touch.
Bonus: Some cliffs + Show Spoiler +
Edit 1: rephrased paragraphs and updated images to better reflect that the post is about how the OpenBW tileset works, rather than individual textures, which have been chosen only for illustration purposes. Edit 2: Added beach image and captions for all images Edit 3: Added spaghetti textures to make extra-sure readers won't judge the textures as "looking worse than the original"
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i like first the most
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On January 30 2017 18:23 [sc1f]eonzerg wrote:i like first the most  the textures aren't finalized, this is more about the concept and algorithm behind it, which from what i can gather is pretty awesome.
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At first I wasn't sure how to feel about it but the more I look at it the more it is growing on me.
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On January 30 2017 18:23 [sc1f]eonzerg wrote:i like first the most  Same here to be honest. The original is just the best (well, that is just my opinion). I don't get why people try to make a HD version themselves anyways (nor why blizzard should make one xD).
Edit: While playing (or even obsing/casting) I assume that no one pays attention to the map anyways (doesn't matter whether HD or original) because there is simply no time to focus on that, there are more important things to look for.
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On January 30 2017 23:01 RedW4rr10r wrote:Same here to be honest. The original is just the best (well, that is just my opinion). I don't get why people try to make a HD version themselves anyways (nor why blizzard should make one xD). Edit: While playing (or even obsing/casting) I assume that no one pays attention to the map anyways (doesn't matter whether HD or original) because there is simply no time to focus on that, there are more important things to look for. See my answer above with some impressions of our tileset mechanism combined with Blizzards textures.
As to why we are making our own version: The long-term goal is to play OpenBW without any dependencies to Blizzard. As long as any dependencies exist, we will always require users to own a legal copy of the original game.
Furthermore: Ever tried making a broader ramp or similar in a BW map? With our tool it will be a piece of cake. You're a modder and want that grass to be just a tiny tad darker? Easy as adjusting the brightness of your grass texture, and it will automatically be applied to all tiles in the map.
Edit: IMO you also underestimate the importance of a good tileset when it comes to map making. You will want everything to work together smoothly out of the box and focus on important aspects such as high/low ground, main sizes, rush distances etc., without having to manually adjust things.
A good example of how that is currently not the case can be easily observed here: http://www.teamliquid.net/forum/brood-war/467815-qmapmaking-instantly-change-of-tileset
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On January 31 2017 00:06 imp42 wrote:Show nested quote +On January 30 2017 23:01 RedW4rr10r wrote:On January 30 2017 18:23 [sc1f]eonzerg wrote:i like first the most  Same here to be honest. The original is just the best (well, that is just my opinion). I don't get why people try to make a HD version themselves anyways (nor why blizzard should make one xD). Edit: While playing (or even obsing/casting) I assume that no one pays attention to the map anyways (doesn't matter whether HD or original) because there is simply no time to focus on that, there are more important things to look for. See my answer above with some impressions of our tileset mechanism combined with Blizzards textures. As to why we are making our own version: The long-term goal is to play OpenBW without any dependencies to Blizzard. As long as any dependencies exist, we will always require users to own a legal copy of the original game. Furthermore: Ever tried making a broader ramp or similar in a BW map? With our tool it will be a piece of cake. You're a modder and want that grass to be just a tiny tad darker? Easy as adjusting the brightness of your grass texture, and it will automatically be applied to all tiles in the map. Edit: IMO you also underestimate the importance of a good tileset when it comes to map making. You will want everything to work together smoothly out of the box and focus on important aspects such as high/low ground, main sizes, rush distances etc., without having to manually adjust things. A good example of how that is currently not the case can be easily observed here: http://www.teamliquid.net/forum/brood-war/467815-qmapmaking-instantly-change-of-tileset ok this is officially awesome as fuck, might persuade me to take up bw mapmaking again when it comes out
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Looks good but really different. Make it more darker, greener and closer to original one.
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What lovely feedback lol.
The higher resolution certainly looks better, but the more realistic one looks a bit funny with the old minerals and geyser... Just the contrast and stuff is what throws me off about it. Maybe with the BW HD version it would look better, but the 64x64 screen is the best looking one to me. I'm sure that some of it is simply what we're used to, and if it got adopted, with time both tilesets would be good.
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imp42 thanks for the explanation,maybe i just need to adapt,but it reminds games like platoon and Contra with better graphics :D
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Props to Imp for engaging in this project. However, I'd have to agree with those who say the original tileset looks best of the ones shown so far.
The one with the dramatic color change looks odd to me/is too much of a change.
The HD one seems to be suffering from some sort of 'tiling' issue, where you see small textures being repeated ad infinitum. Or at least, that's the effect.
The upsampled one just looks like the original, but very slightly blurrier.
Don't doubt that the BW tilesets can be made to look better than the originals, but none of these are it, IMO.
Good luck with your project, it's pretty cool nonetheless.
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mate if you ask me, you should pretend you live in russia and host openbw.com at a russian web host.
that way activision-blizzard corporation, a corporation worth over $10 billlion, can never pull up some obscure copyright law hidden in an american law book and go after you and your project with their team of highly-paid lawyers. you can say you're careful about not infringing copyright all you want, but if openbw in any becomes a competitor to any of their products (ie. broodwar), they will figure out a way to go after you with some IP infringement bullshit.
oh wait, you already are russian anyway, forget everything i said (wink, wink)
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On January 31 2017 06:36 [[Starlight]] wrote: Props to Imp for engaging in this project. However, I'd have to agree with those who say the original tileset looks best of the ones shown so far.
The one with the dramatic color change looks odd to me/is too much of a change.
The HD one seems to be suffering from some sort of 'tiling' issue, where you see small textures being repeated ad infinitum. Or at least, that's the effect.
The upsampled one just looks like the original, but very slightly blurrier.
Don't doubt that the BW tilesets can be made to look better than the originals, but none of these are it, IMO.
Good luck with your project, it's pretty cool nonetheless.
Seems like I failed hard to properly communicate the content / purpose of the OP. All textures you see are just for illustration purposes. the post is about the how the tileset mechanism works. It now states this in big red letters at the beginning. I will also provide a Spaghetti Bolognese texture to make the point clearer 
Edit: here we go, Fighting Spirit as Spaghetti Bolognese:
![[image loading]](http://i.imgur.com/fbiXN7G.jpg) :p
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On January 31 2017 07:34 imp42 wrote:Show nested quote +On January 31 2017 06:36 [[Starlight]] wrote: Props to Imp for engaging in this project. However, I'd have to agree with those who say the original tileset looks best of the ones shown so far.
The one with the dramatic color change looks odd to me/is too much of a change.
The HD one seems to be suffering from some sort of 'tiling' issue, where you see small textures being repeated ad infinitum. Or at least, that's the effect.
The upsampled one just looks like the original, but very slightly blurrier.
Don't doubt that the BW tilesets can be made to look better than the originals, but none of these are it, IMO.
Good luck with your project, it's pretty cool nonetheless.
Seems like I failed hard to properly communicate the content / purpose of the OP. All textures you see are just for illustration purposes. the post is about the how the tileset mechanism works. It now states this in big red letters at the beginning. I will also provide a Spaghetti Bolognese texture to make the point clearer Edit: here we go, Fighting Spirit as Spaghetti Bolognese: ![[image loading]](http://i.imgur.com/fbiXN7G.jpg)
Mmm... tasty. 
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Upscaled tileset looks good. Better than original.
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fighting bolognese is amazing!
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On January 31 2017 09:11 [sc1f]eonzerg wrote: fighting bolognese is amazing! now you're getting it
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Brood War but the entire game is food.
I'd play and eat it.
I'm excited for the modding opportunities with tools like these. Maybe we can see a Carbot mod in OpenBW one day
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On January 31 2017 09:17 eviltomahawk wrote:Brood War but the entire game is food. I'd play and eat it. I'm excited for the modding opportunities with tools like these. Maybe we can see a Carbot mod in OpenBW one day  I was gonna ask him. But then I learned that somehow Blizz is involved in his design company that he built with their help or something along those lines, so it might not be the best idea.
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