This work extends the LPC terrain tiles. Not by new terrains, but by new kinds of tiles.
The original pattern for terrain tilesets did not well support all configurations of tiles. It seems the assumption was that a single kind of terrain always comes in (possibly overlapping) rectangles of size at least 2x2. But even then, the pattern did not support the case where two such rectangles overlap at exactly one tile. The tilesets in the directory "twosided" provide the required tiles for all terrain tilesets submitted to the LPC or added since then (at the time of this writing). The tilesets also contain new tiles for the case where two rectangles touch at exactly one edge. Where feasible, the new tiles connect the two rectangles more than just two corner tiles would. But it has not always been possible. The original part of the tilesets has been unmodified, except for cement.png where the tiles at (1,1) and (2,1) were changed so that they align with the tiles at (0,2) through (2,2).
The directory "threesided" provides transitional tiles where three different terrains meet. The above tilesets implement transitions between two terrains. Observe though, that when terrain transitions consist just of one terrain being drawn on top of the other (e.g. grass over dirt or hole over whatever), threesided or even foursided transitions do not need special tiles. However, there are transitions that do not have this property (e.g. grass/water). This part of the work is incomplete.
[UPDATE (2013-1-30):] I noticed a naming mistake. The files named (anything)grassother.png should, for consistency, be named (anything)grassaltother.png instead, because the grass/other edges align with grassalt, not grass. On a related note, this update adds a further threesided transition: grassgrassaltother.png. It is Copyright 2012 by Lanea Zimmerman, modified 2013 by Mark Weyer. Furthermore, there is a new preview.
[UPDATE (2013-1-31):] As the archive had problems on some platforms, I replaced it with an uncompressed one. The contained .xcfs are now individually compressed (.pngs are always compressed anyway). The new archive also contains grassgrassaltother.png.
[EDIT:] All art is dual-licensed under the GPL 3.0 and the CC-BY-SA 3.0. This means that you may chose which of the two licenses you want to apply to the respective file.
Comments
These are quite nice! Good work.
The archive file seems to be corrupt.
I cannot confirm any corruptness. Downloading, ungzipping and extracting works fine here. For reference, the standard way of opening is:
gunzip lpc_terrain.tar.zg
tar -xf lpc_terrain.tar
or just
tar -xf lpc_terrain.tar.gz
on the command line. If your OS has a GUI way of dealing with tar archives, then the respective tool may be faulty.
Or is it some file inside the archive which causes problems? The .xcfs are from gimp version 2.6.10.
It was a problem with WinRar, it didn't like the gzipped part of the archive.
Thanks.
It's not just WinRar. In linux, the default Ubuntu archive application also says it's corrupt.
Hmmm. I did apply archiving and compression as two steps, when I made that file, instead of using the -z option of tar. Maybe that causes problems. I will avoid it in the future. On the other hand, extraction with tar in one step works fine. So my best guess is that there is a buggy library out there which both WinRar and the Ubuntu desktop use.
Does it work for everybody to separate inflation and extraction? In that case I wouldn't spam OGA with an updated archive.
$tar -xvzf lpc_terrain.tar.gz failed on Mint. BUT
$ gzip -d lpc_terrain.tar.gz
$ tar -xvzf lpc_terrain.tar Unpacked it fine.
Far too many problematic situations. So I did update the archive now. Sorry about all the trouble it has been causing. I still don't understand why.
7zip, folks!
Seems fairly useless as most level editors that support tiles will allow for multiple layers to accomodate these needs, that coldwater to snow and grass is probably the only practical use but even in a game with 65,000 tiles would be used probably about 100 and with that low of a percentage used you may as well slightly alter the level design to not need it, it would be far simpler that finding using acredditing and implementing this tile.
Excellent design, Thanks for sharing!
This pack is unbelievably awesome.
Amazing work, thank you so much