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Community => Game art & music => Topic started by: ffomega on January 28, 2017, 03:00:10 PM

Title: [UPDATE] Absolute Hyrule Map Package: ADT Alpha Floor Tiles
Post by: ffomega on January 28, 2017, 03:00:10 PM
It's finally compiled!  After several weeks of preparation, and countless hours of dedication, mixed in with a bit of slacking >.<, I have finally compiled all of my tilesets into one massive package!

Download it here! (http://www.absolute-hyrule-tutorials.solarus-games.org/download/Absolute%20Hyrule%20Maps%20Pack.zip)


UPDATE June 23, 2017 - I updated the tilesets for dungeon to include a new pattern.  One pattern that existed in Chris' game Mystery of Solarus DX was added to the tilesets upon his request, and the tileset layouts have been slightly altered.  There have also been some "blank" tiles added to the 'palettes' at the bottom of each tileset.  This has made the tilesets larger in dimension as well as in size, but for the most part the integrity of your maps should not have changed WITH THE EXCEPTION of the Jabu-Jabu tile patterns.  Unfortunately, these were renamed and if you used them in your maps, they will now have a different tile pattern instead of the ones you used.  I do apologize for the inconvenience.

Update 2: I added alpha floors.  Now you can create floor tiles with any color you like.  You are no longer limited to the color scheme of the current tileset!  Please be sure to update your tilesets!!


The package includes:

Full Hyrule
This tileset was the first of my many projects, and ironically, took the fastest to make.  it includes several map patterns, none are named just to clarify.  But there is an endless variety of options for map creation within these tiles.  Create scenic vistas, underwater areas, in-dungeon rooms for temples, and colorful towns, all patterns have an option to cover with snow as well!

(http://absolute-hyrule-tutorials.solarus-games.org/download/Full%20Hyrule.tiles.png)

Full Hyrule Entities
Make your entities tileset-dependent if you so choose.  For your convenience, a copy of this entities sheet is also located within the sprites/entities folder, in case you do not wish to make tileset-dependent entites.

(http://absolute-hyrule-tutorials.solarus-games.org/download/Full%20Hyrule.entities.png)

Overworld Minimap Tileset
Finally, you can create an overworld minimap using one of 6 different color schemes.  All tile patterns within this set have the "Empty" property.  This is because this is for creating mini-maps only, and has no need for traversability for the Hero.  Mix and match tiles, and create a world that marvels players and makes them say:

"I WANT TO PLAY THIS GAME!!"

(http://absolute-hyrule-tutorials.solarus-games.org/download/Outside_minimap.tiles.png)

Absolute Dungeon Tileset
These tilesets have absolute versitility when it comes to creating dungeons.  Each tileset comes with 8 different "wall types", and dozens of floor patterns.  There really is no limit to the amount of imagination you can put into your maps!   Picking your favorites should be no trouble at all!  There is enough variety here that you could use all tilesets within a single game and you may never use the same pattern and color more than two or three times!

Update:  I created 4 new color schemes for the Absolute Dungeon Tilesets for a total of 20 different color schemes!

(http://absolute-hyrule-tutorials.solarus-games.org/download/Absolute%20Dungeon%2001.tiles.png)

Absolute Dungeon Entities
Included in the entities folder are small key doors, big key doors, cell locks, blocks, cracked walls and blocks, ice blocks, conveyor belts and currents for streams, collapsable tiles (sadly there are no scripts for them), Floor Switches that blend in with the floors, and Evil tiles!.  Dungeon entities are tileset-dependent, but all 20 varients, INCLUDING one for a minimap tileset, are included!!

(http://absolute-hyrule-tutorials.solarus-games.org/download/Absolute%20Dungeon%2001.entities.png)

Here is a preview of all 20 tilesets:


(http://absolute-hyrule-tutorials.solarus-games.org/download/rooms%2001.png)
(http://absolute-hyrule-tutorials.solarus-games.org/download/rooms%2002.png)
(http://absolute-hyrule-tutorials.solarus-games.org/download/rooms%2003.png)
(http://absolute-hyrule-tutorials.solarus-games.org/download/rooms%2004.png)
(http://absolute-hyrule-tutorials.solarus-games.org/download/rooms%2005.png)
(http://absolute-hyrule-tutorials.solarus-games.org/download/rooms%2006.png)
(http://absolute-hyrule-tutorials.solarus-games.org/download/rooms%2007.png)
(http://absolute-hyrule-tutorials.solarus-games.org/download/rooms%2008.png)
(http://absolute-hyrule-tutorials.solarus-games.org/download/rooms%2009.png)
(http://absolute-hyrule-tutorials.solarus-games.org/download/rooms%2010.png)
(http://absolute-hyrule-tutorials.solarus-games.org/download/rooms%2011.png)
(http://absolute-hyrule-tutorials.solarus-games.org/download/rooms%2012.png)
(http://absolute-hyrule-tutorials.solarus-games.org/download/rooms%2013.png)
(http://absolute-hyrule-tutorials.solarus-games.org/download/rooms%2014.png)
(http://absolute-hyrule-tutorials.solarus-games.org/download/rooms%2015.png)
(http://absolute-hyrule-tutorials.solarus-games.org/download/rooms%2016.png)
(http://absolute-hyrule-tutorials.solarus-games.org/download/rooms%2017.png)
(http://absolute-hyrule-tutorials.solarus-games.org/download/rooms%2018.png)
(http://absolute-hyrule-tutorials.solarus-games.org/download/rooms%2019.png)
(http://absolute-hyrule-tutorials.solarus-games.org/download/rooms%2020.png)

I want to thank everyone who supported me along the way!  I couldn't have done this without your encouragement and enthusiasm!!  And As Always:

HAPPY MAPPING!!
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: MetalZelda on January 28, 2017, 03:04:01 PM
Yup, that confirms what I said in the other thread

http://forum.solarus-games.org/index.php/topic,651.msg4898.html#msg4898
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Diarandor on January 28, 2017, 03:49:31 PM
This is humongously amazing!!! :o Nice work!
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Christopho on January 28, 2017, 06:05:36 PM
Wow :D
Congratulations for this incredible work (again :P)

About the tileset-dependent entity sheets, they should be compatible between all tilesets. But the one of the outside Hyrule tileset is completely different from the one of the dungeon tilesets. There is nothing common between the dungeon sheet and the outside sheet, so how do we use them? I guess you just have different and incompatible sprites for each? So actually the outside entities sheet should directly be normal sprites, not tileset-dependent ones I think.
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: ffomega on January 28, 2017, 07:21:57 PM
Well the reason the entity sheet for the outside tileset is considered "tileset dependent" is on the off chance I or someone else, for whatever reason, create a secondary Full Hyrule tileset.  That would indeed require an entity sheet all its own, thus making the need for tileset dependency a must.  Other than that, the outside entity sheet is not a required tileset dependent sheet.  The only possibility you might want to make tileset dependent entities would be in the case of the stones, vases, and skulls.  But as they are their own entity sheet located within the entities folder this is not necessary unless you want them to be of different colors.
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Christopho on January 28, 2017, 07:37:24 PM
Ok thanks!
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Diarandor on January 28, 2017, 07:44:05 PM
IMO, the "tileset.entities.png" file should disappear someday. It is more flexible to use sprites, chosen directly from the editor; the only disadvantage would be that if we want to change the dungeon theme, we would need to replace destructibles one by one, but that is rarely done.
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: ffomega on January 28, 2017, 07:52:48 PM
When I first started working on the dungeon tilesets, I had the entities all laid out on the same tilesheet.  If entities were to disappear, I think they should all be implemented on the same sheet as their matching tileset.  That way no one would ever have need for an accompanying entities sheet for every tileset, as it would naturally be apart of the tileset.  Further, it would guarantee every tileset having tileset-dependent entities.
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Christopho on January 28, 2017, 07:57:59 PM
Quote from: Diarandor on January 28, 2017, 07:44:05 PM
IMO, the "tileset.entities.png" file should disappear someday. It is more flexible to use sprites, chosen directly from the editor; the only disadvantage would be that if we want to change the dungeon theme, we would need to replace destructibles one by one, but that is rarely done.
It is more useful for doors and blocks. These really want to keep the same colors as the walls.
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Diarandor on January 28, 2017, 08:33:51 PM
@Christopho, @ffomega: I am probably being too finicky. Well, yes, we should probably keep the file "tileset.entities.png" for people who prefer using it, but it would be better to make it optional (I think you already planned it). Although that file is not really necessary, since doors and blocks can be any sprite (I think), and we can arrange their tiles in folders with their dungeon name to know their dependencies. It's a matter of taste, so just ignore my opinion in this case.

The main reason why I don't like to have all the entities art in only 1 file is that I am a pixel-artist, so it is more comfortable for me to keep the art of each entity in a different file, to make it easier to keep track of the different versions when they are replaced, and also, modifying big files may be an annoying work if you decide to rearrange things to get more space to add new things. For a fangame that is not the case since the art is mainly done (except the color variants), so there are no new polished versions of the same images and new additions. Again, this is just my subjective opinion and this is not important nor prioritary, so do not take it too seriously. (Yes, I am very stubborn...  :-\)
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: ffomega on January 28, 2017, 08:56:28 PM
There's no need to apologize for having a preference nor to play/edit in a certain method or style :) We all can agree that, as editors, we all do things differently, and that difference is what makes our work ours.  I agree with you in that entities should be done away with in regards to doors and blocks, etc.  That these can be categorized in folders appropriately named to suit their respective tilesets (should they require them).  Placing entities within one file would still allow the ability to add to the file, but it would depend on how the tilesheet is constructed.  In my original Full Hyrule and Absolute Dungeon Tilesets, I had to rearrange the tile patterns several different times the more patterns I added to the sheet.  You can look at Christopho's 12-hour long Solarus live mapping marathon he did a year ago, where I come into the video about halfway through, and show him the work I began on both tilesets.  They both looked very different than they do now, as I began I added to, and removed, different patterns and entire sections, so your way may be subjective, but you don't need to feel like you stepped on any toes for it <3
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Diarandor on January 28, 2017, 09:04:38 PM
Quote from: ffomega on January 28, 2017, 08:56:28 PM
There's no need to apologize for having a preference nor to play/edit in a certain method or style :) We all can agree that, as editors, we all do things differently, and that difference is what makes our work ours.  I agree with you in that entities should be done away with in regards to doors and blocks, etc.  That these can be categorized in folders appropriately named to suit their respective tilesets (should they require them).  Placing entities within one file would still allow the ability to add to the file, but it would depend on how the tilesheet is constructed.  In my original Full Hyrule and Absolute Dungeon Tilesets, I had to rearrange the tile patterns several different times the more patterns I added to the sheet.  You can look at Christopho's 12-hour long Solarus live mapping marathon he did a year ago, where I come into the video about halfway through, and show him the work I began on both tilesets.  They both looked very different than they do now, as I began I added to, and removed, different patterns and entire sections, so your way may be subjective, but you don't need to feel like you stepped on any toes for it <3

Ok, thanks! ;D
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Christopho on January 28, 2017, 09:32:48 PM
It is true that only one PNG file for several sprites is not ideal.

On a different matter, ffomega, can you tell us more about the 4 new color variants of dungeons? As far as I understood, the 16 previous ones were the exact ones from ALTTP (thanks to Hyrule Magic), so are these 4 new colors?
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: ffomega on January 29, 2017, 12:08:56 AM
Sure! I don't mind at all Chris!

It's a funny thing about the extra tilesets.  When I went through the palette swaps in Hyrule Magic...it seemed there was an extra 2 palette sets.  Color swaps 48 and 55.  Unfortunately, only the walls and some of the floors had any usable colors to them, so I decided to use those color schemes, and ADT 17 and ADT 18 were born.  Of course, the furniture, decorations, floors, water, and ice all had unusual colors for their palettes, so I improvised and added those in myself, using what I believed would look the best with each color scheme.

(http://absolute-hyrule-tutorials.solarus-games.org/download/rooms%2017.png)
(http://absolute-hyrule-tutorials.solarus-games.org/download/rooms%2018.png)

19 was something I was experimenting with on a whim.  I actually took inspiration from none other than metalZelda himself.  His video of the Water Temple in his game inspired me to make a blue colored tileset myself.  the greenish colors were, in my opinion, done to kind of give the whole scheme a 'seaweed' feel to it overall, and I feel like it turned out beautifully :)  Plus, if I'm going to sound a little biased on this, blue is my favorite color ;)

(http://absolute-hyrule-tutorials.solarus-games.org/download/rooms%2019.png)

20 is a special case.  As you know, each of the tilesets had an unusual dungeon wall pattern added to it--it was hard not to notice it.  That would be inside jabu-jabu.  For those who don't know, 13 years ago, I began work on my own Zelda fan game.  it was titled "The triforce trials", and never made it very far in production.  I included a screenshot of Link standing in the triforce temple as he is about to obtain the Master Sword for the first time.

(http://absolute-hyrule-tutorials.solarus-games.org/download/temple.gif)

Around mid 2005, I started having real world issues and had to put the project on hold, as back then I was an active member of the Zelda Fan Game Central forums.  My game was noted as "the most anticipated fan game of 2005".  Unfortunately due to my priorities (fatherhood among many), forced me to abandon the project.  I was a friend of Antony A. brown (aka "aab"), and he too was working on a few Zelda fan game projects himself, most notably, "The Spirit World" (I think that's what the name was).

At any rate, He and I talked a lot, and eventually I saw a screenshot of a project he was working on for his game...it showed Link inside jabu-Jabu...LttP-styled:

(http://absolute-hyrule-tutorials.solarus-games.org/download/MAKETiles_JabuJabu_Mock2.PNG)

It looked amazing, so I asked him if he could share the tileset with me....and this was what I got:

(http://absolute-hyrule-tutorials.solarus-games.org/download/MAKETiles_JabuJabu.PNG)
(http://absolute-hyrule-tutorials.solarus-games.org/download/MAKETiles_JabuJabu_TILES.PNG)
(http://absolute-hyrule-tutorials.solarus-games.org/download/a.PNG)(http://absolute-hyrule-tutorials.solarus-games.org/download/b.PNG)(http://absolute-hyrule-tutorials.solarus-games.org/download/c.PNG)

I've had these two sheets in my hard drive for over 10 years, and although I lost literally ALL my project's work, including the backups, this may as well be all I have left, so I ripped the basic wall patterns out, and added them all to my tilesets.  Then I figured, since I had 19 other tilesets to work with, I may as well color a 20th scheme after aab's not well-known tileset, Jabu jabu, and ADT 20 was born:


(http://absolute-hyrule-tutorials.solarus-games.org/download/rooms%2020.png)
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: MetalZelda on January 29, 2017, 02:54:51 AM
Quote19 was something I was experimenting with on a whim.  I actually took inspiration from none other than metalZelda himself.  His video of the Water Temple in his game inspired me to make a blue colored tileset myself.  the greenish colors were, in my opinion, done to kind of give the whole scheme a 'seaweed' feel to it overall, and I feel like it turned out beautifully :)  Plus, if i'm going to sound a little biased on this, blue is my favorite color ;)

This looks more like icy cavern because of the white filter but I like it anyway, it fit the purpose of my water temple :P
Oh god I need to rework all of my project's map now  :-[
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: ffomega on January 29, 2017, 12:14:56 PM
*nervous chuckle* >.< uhm.....sorry man xD :P
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: ffomega on January 29, 2017, 01:06:02 PM
Also, it should be worth noting, that the "black castle" tiles at the bottom of the Full Hyrule tileset have not been given patterns in the editor.  I am going to fix that and will have to re-upload the package.  Once I do please make sure to grab the update :)
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: ffomega on January 29, 2017, 02:09:36 PM
Sorry for the triple post...but the package has been updated with the black castle tile patterns :) Please be sure to update your copies.
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: MetalZelda on January 29, 2017, 04:49:34 PM
Quote from: ffomega on January 29, 2017, 12:14:56 PM
*nervous chuckle* >.< uhm.....sorry man xD :P

shuckle ? I like this pokémon

(http://i.imgur.com/KsL1ntv.jpg)
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Diarandor on January 29, 2017, 05:18:12 PM
lol, the new pokémon generations are really weird! :o
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: MetalZelda on January 29, 2017, 09:17:47 PM
That's just Shulk (Xenoblade or Monado Boy) mixed with Shuckle :p
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: ffomega on January 29, 2017, 11:53:59 PM
Quote from: MetalZelda on January 29, 2017, 02:54:51 AM
This looks more like icy cavern because of the white filter but I like it anyway, it fit the purpose of my water temple :P
Oh god I need to rework all of my project's map now  :-[

It probably does look similar, but if you look more closely, the ice cavern tileset is more cyan in color, while mine is a more HD periwinkle.  Here's the side-by-side comparison:

(http://absolute-hyrule-tutorials.solarus-games.org/download/rooms%2011.png)(http://absolute-hyrule-tutorials.solarus-games.org/download/rooms%2019.png)

Another reason the color scheme is darker than the ice cavern tileset is that in the video, this was the color your temple tileset appeared to me.  My eyesight is a bit unique in that, while I am not colorblind, some colors appear slightly different to me in terms of vividness versus dullness.  I can still easily distinguish one color from the next, but for example, a shade of bright purple (magenta) sppears more bluish than pink to me.  Plus, I wear blue-tinted classes (to help block out UV rays).

I also have a bunch of semi-transparent tiles that can all be used to give the whole atmosphere a "deep undersea" vibe to it if you want.  Plus I think it helps the tileset stand out more :)

I am glad that you still like it nevertheless <3
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: MetalZelda on January 30, 2017, 02:16:02 PM
Oh yeah I want that, an undersea vibe for a Water temple is a must have :p
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: oclero on February 20, 2017, 12:24:21 PM
I don't like the gradients on the walls beside lava.
ALTTP and Minish Cap don't use gradients (and don't have enough colors for it anyway), so I suggest this kind of wall, more ALTTP-like:
(http://i.imgur.com/CMIE0Z7.png)
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Christopho on February 28, 2017, 11:40:46 PM
I just noticed a small mistake: in the outside tileset, castle patterns 12309 and 12310 should be vertically resizable.
By the way, I would love a tutorial about how to use castle patterns, because there are several color sets and transparency tricks that I probably don't master yet.
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: ffomega on March 01, 2017, 04:53:33 PM
Thanks for noticing the bug Chris.  I've updated the package with the new data file.  Also, I'll work on a brief tutorial for transparency mapping techniques soon :)
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Christopho on March 01, 2017, 05:25:27 PM
Thanks!
I am trying to make a castle with an arbitrary color from the palette, for example a golden castle. I managed to do this:
(http://christopho.zelda-solarus.com/zmc/castle_corner_transparency.png)
I used the semi-transparent castle tiles. I put an opaque yellow extended tile under them. (More exactly, I had to put several of them to hide the fact that some castle tiles overlap each other (since they are semi-transparent, they don't hide other ones!).
Is this how we are supposed to used them?

I still have a small problem. See the red circle: the big yellow tile that gives color also fills the transparent part of the four corners. I don't know how to avoid this problem.
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Diarandor on March 01, 2017, 05:47:05 PM
Quote from: Christopho on March 01, 2017, 05:25:27 PM
...
I still have a small problem. See the red circle: the big yellow tile that gives color also fills the transparent part of the four corners. I don't know how to avoid this problem.

That is surely a problem of the tileset that cannot be fixed from the Editor. I recommend to delete the yellow pixels outside the wall, in the "png" image of the tileset.
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Christopho on March 01, 2017, 06:06:45 PM
But that is not possible. The yellow pixels come from the big yellow mask I am adding under the semi-transparent castle tiles:
(http://christopho.zelda-solarus.com/zmc/castle_corner_transparency_detail.png)
I need to colorize the corners to yellow, except a few pixels.

I don't know if I am using the correct technique, but if yes, I don't see a solution to this problem.
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Diarandor on March 01, 2017, 07:41:45 PM
Aaarrrghhhh :o, I see now the problem. Then this has surely no direct solution, so IMO the possible options are:

1) Ignore the color borders as if they did not exist... heheh :)
2) Add new color patterns to the tileset with a nice border (not recommended since this would be necessary for all colors that use this technique).
3) Add a green triangle border (with the ground color) and put it above the bad borders. You would need 4 patterns, one for each corner of walls.

I would try solution 3) since this would only need 4 new patterns for the "plain grass". However, if you use more ground types under walls like this, you would need more groups of 4 patterns.
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: YoshiMario2000 on March 01, 2017, 11:41:56 PM
Also, since the topic of errors has been brought up again, I would like to point out this tileset error in all of the dungeon tilesets.
(http://i.imgur.com/aeAPijV.png) Which should look like, (http://i.imgur.com/FerHBOH.png)
The red circle highlighting the issue. The outer corner lower cave walls use the incorrect tiling from the walls. (using the middle tile layer instead of the bottom.)
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Christopho on March 01, 2017, 11:50:49 PM
I don't love solutions 2 and 3 because the whole point of ffomega's tilesets is to allow a wide choice of colors. Both for the ground and the castle.
For houses, it is true that some specialized color patterns exist, with just this idea.

Maybe another option is:
4) Adjust graphics such that no 8x8 part would have any transparency conflict. Concretely, we could fill the corners with black. It looks acceptable to me:

(http://christopho.zelda-solarus.com/zmc/castle_corners_filled.png)

I have an unrelated other remark about these tiles. I think the darker contour color should be opaque (or almost opaque). Giving a result more like this:
(http://christopho.zelda-solarus.com/zmc/castle_contours_opaque.png)
The result is much better. The yellow color seems to really belong to the tiles, instead of looking like a global yellow filter over the whole thing. (Again, this is still assuming that I am using the correct technique!)

In any case, all these semi-transparent tiles associated with a lot of possible palette choices allow a huge number of combination. This is  really a brillilant idea. I am very impressed from what I have seen so far using these tilesets!
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: ffomega on March 02, 2017, 02:45:50 AM
Quote from: Christopho on March 01, 2017, 06:06:45 PM
But that is not possible. The yellow pixels come from the big yellow mask I am adding under the semi-transparent castle tiles:
(http://christopho.zelda-solarus.com/zmc/castle_corner_transparency_detail.png)
I need to colorize the corners to yellow, except a few pixels.

I don't know if I am using the correct technique, but if yes, I don't see a solution to this problem.

Actually this is precisely how the concept is meant to be used Chris :)

While it is unfortunate that you must stack tiles to achieve the desired affect, it opens up a wide, almost infinite level of possibilities for creativity.  But now you can see why I decided not to do this with the Absolute Dungeon tileset, as stacking would have been far worse with how intricate all the tiles are.

I took your advice Chris, and darkened the boarders around the external castle tiles.  I also filled in the transparent space on the corners of the castle walls.  I also corrected all the tilesets' lower layer inverse corner patterns.

Thanks for alerting me to the errors guys!! :3
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Christopho on March 02, 2017, 10:40:50 AM
Thanks for the quick response ffomega!
Did you update the downloads? Because I don't see the fixes when downloading the tilesets.
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: ffomega on March 02, 2017, 02:48:04 PM
yeah I updated the transparent castle tiles to have a darker, less transparent trim.  Or were you wanting that to be completely opaque? If so that still won't be a problem to implement...maybe I was unclear by your request? :)
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Christopho on March 02, 2017, 04:11:19 PM
I mean that I downloaded the package again and I don't see the fixes we are talking about.
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: ffomega on March 02, 2017, 08:24:11 PM
I double checked the tileset just now, and even downloaded the copy on my site to ensure it was the correct one.

The borders around the outside castle tile patterns are colored in now.  If I recall in an earlier post, you suggested that the corners of the patterns be filled in so the tile pattern underneath it would be less obvious.  You also suggested I color in the darkest color of the patterns to a darker, less transparent, or more opaque color to allow the patterns to stand out more.

The darkest color was indeed darkened.  If you prefer we can change it to a solid color instead.  As far as I remembered (having read through the entire post again), did I miss something that you said needed fixed? >__< Apologies, but I am not understanding.

Also, if you'd like to discuss this and any other matters regarding my tileset in real time, you may add me via skype!! I am almost always online, and have a rather erratic sleep schedule at times
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Christopho on March 03, 2017, 10:19:28 AM
Another very slight error:
(http://christopho.zelda-solarus.com/zmc/door_top_flipped.png)
The pattern door_cache.2-5 should be flipped horizontally.
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: ffomega on March 03, 2017, 12:05:46 PM
Oh...wow I actually never noticed that lol

See when I edited certain patterns at the discovery of an error, I simply inverted the patterns without realoizing those very minute pixel differences.  I will change this and then upload the new file to the new location.

HOPEFULLY this time, when I update the new image, the new package will contain the new versions of all the tiles.  if not, then I will add the new images to the server individually so you can update what you need as you need it.

Just a heads up however, today marks the release of Breath of the Wild and I preordered a copy so if it comes in, I might be a little harder to reach xD
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Christopho on March 07, 2017, 10:23:03 PM
I found another small mistake:
(http://christopho.zelda-solarus.com/zmc/stroke_bug.png)
There are two erroneous dark lines on the left of 2 closed doors here.
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: ffomega on March 08, 2017, 12:32:36 AM
Absolute Hyrule Maps Pack (http://www.absolute-hyrule-tutorials.solarus-games.org/download/Absolute%20Hyrule%20Maps%20Pack.zip)

Okay, I fixed the door patterns as well as removed the stray pixels in the entities sheets.

I have also updated the link to the package to reflect the new webspace.
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Christopho on March 08, 2017, 09:05:26 AM
Thanks ffomega!
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Boydie on March 09, 2017, 12:39:29 PM
Whenever I download it, it just says the file is corrupt & won't let me extract...
Any help please...

EDIT: I fixed this...

But how do I add them??
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Christopho on March 10, 2017, 11:22:14 PM
I am trying to make a beach with your absolute outside tileset. Here is what I was able to do:
(http://christopho.zelda-solarus.com/zmc/beach.png)
I would like to at least reproduce the same sand tiles as in A Link to the Past. I think I found them in the tileset:
(http://christopho.zelda-solarus.com/zmc/beach2.png)
It does not give a great result next to diagonal water. Do you think there is a solution to that? (I don't think so, since there is the same problem in the ALTTP desert)
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: ffomega on March 11, 2017, 06:04:16 PM
(http://www.absolute-hyrule-tutorials.solarus-games.org/download/beach_fix.png)

I decided to add 8 new patterns that should fix the beach sand patterns.  It's just the same 2 patterns split into 4 parts each.

I hope that helps :)
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Christopho on March 11, 2017, 06:09:08 PM
Awesome! Thanks!!!
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Christopho on March 12, 2017, 01:07:20 PM
I have another question now. Why are weak walls semi-transparent?
(http://christopho.zelda-solarus.com/zmc/weak_wall_transparency.png)
The darker lines should be opaque or almost opaque, no?
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Christopho on March 12, 2017, 02:16:33 PM
I think there is are slight inaccuracies with the palette of the outside tileset. As far as I know, all colors in ALTTP have RGB values that are multiples of 8. For example, in the dungeon tilesets, the blue tiles used for deep water should be 56,96,168. This is the value I have from Hyrule Magic. (Or 88, 128, 200 in the PAL version, because there is an offset of 32 for all 3 RGB values). In your tileset, this color is currently 57,99,173. Not a huge difference, but when transitioning from a map made with my old tilesets to a map made with yours, the difference is visible.
It looks like this rule is better respected in your dungeon tilesets.
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Christopho on March 12, 2017, 04:22:17 PM
And another small bug:
(http://christopho.zelda-solarus.com/zmc/torch_transparency.png)
Some white pixels instead of transparent in the torch.
I reported it a while ago, apparently it is only okay in the bright blue tileset (ice colors).
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: ffomega on March 12, 2017, 06:01:27 PM
Quote from: Christopho on March 12, 2017, 01:07:20 PM
I have another question now. Why are weak walls semi-transparent?
(http://christopho.zelda-solarus.com/zmc/weak_wall_transparency.png)
The darker lines should be opaque or almost opaque, no?

The reason the weak walls are semi-transparent is because I thought users might want to place bombable walls on lower levels.  By using the weak wall and very weak wall patterns with opaque colors, the walls did not look like they blended into the lower level walls at all.  I figured I would experiment and see if they would look better semi-transparent to allow users to place them on lower walls without having to create images of cracked walls that would look right against the lower walls

Quote from: Christopho on March 12, 2017, 04:22:17 PM
And another small bug:
(http://christopho.zelda-solarus.com/zmc/torch_transparency.png)
Some white pixels instead of transparent in the torch.
I reported it a while ago, apparently it is only okay in the bright blue tileset (ice colors).

For whatever reason, this one always sneaks up on me xD  I took care of this bug three times now already and for some reason, it's like a ghost I can't seem to get rid of lol

Quote from: Christopho on March 12, 2017, 02:16:33 PM
I think there is are slight inaccuracies with the palette of the outside tileset. As far as I know, all colors in ALTTP have RGB values that are multiples of 8. For example, in the dungeon tilesets, the blue tiles used for deep water should be 56,96,168. This is the value I have from Hyrule Magic. (Or 88, 128, 200 in the PAL version, because there is an offset of 32 for all 3 RGB values). In your tileset, this color is currently 57,99,173. Not a huge difference, but when transitioning from a map made with my old tilesets to a map made with yours, the difference is visible.
It looks like this rule is better respected in your dungeon tilesets.

The blue color of the water can be fixed easily, but given the tileset currently has 1,079 colors in it, it would be more difficult to go in and change all of them to match perfectly with the palette of Hyrule Magic.  I also have palette swaps of tiles containing colors Hyrule Magic does not have.  The Dark World water tiles have a slightly different shade in the dark color because I felt that black color in the waters' walls was less appealing.  I think (and I can be wrong) that for the most part, most of the remaining tiles are correct in color, or at least close.

I fixed the bug (once again) for the tall lamps.  If you want I can revert the semi-transparent colors for the weak walls back to opaque.  I can change the color of the water in the outdoor tileset as well, but changing the entire thing to perfectly match the colors in LTTP might be more challenging than the dungeon tilesets' palettes.
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Christopho on March 12, 2017, 06:15:13 PM
Yes, weak walls lines should be opaque, it does not look good otherwise.

About the outside palette, it will be good enough to only fix the most used tiles. Can you just fix the water ones and the grass one (the main green color background used everywhere in ALTTP)?
Thanks again!
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: ffomega on March 12, 2017, 08:06:51 PM
Alright I'll fix the weak walls.  I also went in and fixed the outside tileset.  I realized that when I made it, I did not place a grass tile down next to the water tiles.  Originally, I had it set in my mind that users could pick whatever tile color they wanted so there would be no need for a grass tile, as it would be redundant.

However, looking back on it, and with your comment, I decided to add it back for simplicity, as finding the tile in the palette proved difficult even for me.

The two tiles for both light world and dark world are actually here:
(http://www.absolute-hyrule-tutorials.solarus-games.org/download/grasses.png)

I have replaced the origfinal grass tile by placing it next to the water tiles.
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Christopho on March 13, 2017, 11:15:24 AM
This is great thanks :D

Now I have a suggestion about inner stairs:
(http://christopho.zelda-solarus.com/zmc/stairs_top.png)
The two 8x8 tiles of the upper part (stairs_inner_up.1.top.border.1-1) should be have the "low wall" ground type rather than "wall". Low walls will allow projectiles to pass, including the hookshot, arrows, etc.
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: ffomega on March 13, 2017, 08:37:25 PM
Okay I'll fix those.  Should I do this for all the stairs or just the ones turned to the side?
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Christopho on March 13, 2017, 09:08:51 PM
For all 4 directions of plaftorm stairs.
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: ffomega on March 14, 2017, 12:22:36 AM
the modifications are made

By the way Chris.  I noticed that whenever I overwrite files in the webspace you provided for me, visually it appends rather than replaces.  When I browse folder in the directory, there are multiple folders and files with the same name, and the number grows every time I try to replace a file or folder (I have made 4 edits to the tilesets in question, and have replaced the package more than once...and there is an extra duplicate of every file for the number of times it has been replaced.

Is that something I need concern myself with?
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Christopho on March 19, 2017, 05:15:24 PM
It must be a bug of your FTP software. There are no duplicated files, I checked.
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: MRWhale on March 26, 2017, 01:34:52 PM
How to install someone pls help me
the engine gives me question marks next to every thing
im on mac
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Christopho on March 29, 2017, 11:28:46 AM
MRWhale: please elaborate, what are you trying to do exactly?

A small issue with diagonal walls in water:
(http://christopho.zelda-solarus.com/zmc/water_diagonal.png)
They should have the diagonal wall/water ground properties, not deep water.
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: ffomega on March 29, 2017, 06:32:09 PM
Hmmm alright that's not a problem :) I'll fix it

I was looking through the first half of Link to the Past and noticed that there are at least 5-6 different types of soldiers:

Simple
Sword Knight
Sword Knight type 2 (holding sword up high with no shield)
Spear Knight
Archer or Spear-Throwing Knight
Bomb Knight
Ball & Chain Trooper

These are not including NPC soldiers the hero finds before going into Hyrule Castle for the first time, or the ones seen outside the castle at the end credits.  Currently I have ten variants of the simple soldiers and the Sword Knights.  I am working on Sword Knight type 2.  These knights can be found inside Hyrule Castle Tower, and are the ones which more closely resemble Chris' soldiers in Mystery of Solarus.

These are going to take some time to put together, as there are almost no full sprite sheets of the other soldier types online (at least by using a search), except maybe a still frame of a pose.  Anyway, the package has been updated :)
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Christopho on April 09, 2017, 11:56:02 AM
Other water tile patterns have the wrong ground:
(http://christopho.zelda-solarus.com/zmc/water_tile_patterns.png)
The ones in red should be deep_water instead of shallow water.
And the ones in yellow should be diagonal water/walls instead of shallow water.

Otherwise, the hero can go way too much into water before swimming or drowning:
(http://christopho.zelda-solarus.com/zmc/water_tiles.png)
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: ffomega on April 09, 2017, 06:47:33 PM
The data file for the tileset and the package have been updated.  Chris I sent you a copy of the data file through skype ^^

But I am a little confused.  If the diagonal tiles that you highlighted should be wall/water ground type, then when the hero runs into them will he not be able to walk out of the water when colliding with those tiles?
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Christopho on April 09, 2017, 07:15:29 PM
I meant diagonal water/shallow water obviously, sorry.
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: ffomega on April 09, 2017, 08:58:27 PM
my apologies....I have updated all the tiles you highlighted as well as all remaining water tiles within the tileset group to match the tiles found in your original outdoor tileset.  They are all now deep_water ground type.
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: brlmnd on April 26, 2017, 11:23:44 PM
ffomega, you don't need to apologies.. we love you, you and all the guys who make this dream come true.. we deeply appreciate all the work you have done.

Thanks for all the joy you bring!
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Zakarisz on June 14, 2017, 11:52:49 AM
In dungeon tilesets, hole.2 should not be repeatable in both directions but horizontally.
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: ffomega on June 15, 2017, 03:03:47 AM
Thank you very much for bringing that bug to my attentiopn :) all tilesets have been updated to reflect the error.

You may also choose to download the individual parts of the tileset from my website if you would rather not download the entire package all over again :)

http://absolute-hyrule-tutorials.solarus-games.org/dungeons.htm
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Zakarisz on June 15, 2017, 12:20:27 PM
You're welcome.
Maybe another bug, or perhaps I don't know how to use the tileset correctly :
hole.corner_reverse.1 and hole.corner_reverse.2 are thiner than hole.1
So, reversed corners look not good.
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: Christopho on June 15, 2017, 01:10:42 PM
It is a slight inacurracy that also exists in A Link to the Past.
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: ffomega on June 17, 2017, 08:20:31 AM
yeah Chris is right.  The holes were directly ripped from the game's ram, but can be made to better fit with the tiles.  Also I found a bug and will update it shortly.  It appears there is a repeatable tile in hole_corner.1 and it is not supposed to be repeatable
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: ffomega on June 17, 2017, 09:58:09 AM
Okay, the map pack has been updated.  All tilesets have been improved with the following bug fixes:

~Tile patterns "stage.6-1" through "stage.2-2" have been changed to "low wall" to allow projectiles to pass through them.
~Tilesets have the addition of "shadow" tiles to allow placing aesthetic darkened shadows on the floors below raised platforms.  Basically to show depth between floors.
~Within the tileset images, the hole corners "hole.corner_reverse.1" through "hole.corner_reverse.4" have been visually improved and now look better.

(http://absolute-hyrule-tutorials.solarus-games.org/references/hole_corners.png)

Thank you to those who noticed these bugs!! Please be sure to update your tilesets accordingly.  These can be downloaded via the entire map pack, or individually from my site on the tilesets page.

Happy Mapping!
Title: Re: [PACKAGE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: ffomega on June 23, 2017, 11:18:31 AM
Attantion everyone! I left an update on the first page of this thread, stating that changes were made to the map pack.  These changes should not alter your current maps, UNLESS you used Jabu-jabu for your maps.

Please forgive the inconvenience!

Happy Mapping!!
Title: Re: [UDATE] Absolute Hyrule Map Package: WARNING: HUGE!
Post by: brlmnd on June 23, 2017, 11:33:45 AM
Thank you ffomega!

We love you!
Title: Re: [UDATE] Absolute Hyrule Map Package: ADT Alpha Floor Tiles
Post by: ffomega on June 23, 2017, 05:55:28 PM
Thank you so much for the support :)
Title: Re: [UPDATE] Absolute Hyrule Map Package: ADT Alpha Floor Tiles
Post by: Christopho on July 31, 2017, 10:46:55 AM
Did anyone download the ALTTP outside sample maps that ffomega made?
Because they were lost and it was a lot of work. I only have two of them (Kakariko Village and Hyrule Castle).
Thanks for you help.
Title: Re: [UPDATE] Absolute Hyrule Map Package: ADT Alpha Floor Tiles
Post by: aminemax on August 02, 2017, 01:49:25 AM
In the forest tiles there is one that is missing. The small tree (see screenshot below)

(http://www.vgmaps.com/Reviews/Image-VGMaps.com%27s10thAnniversary-LegendOfZelda-ALinkToThePast-LightWorld-LostWoods-Cropped.png)

Note also that the color of the small tree that the tileset contains is different from the original game.

Also, the small non-animated flowers of the forest are missing in the tileset.

Title: Re: [UPDATE] Absolute Hyrule Map Package: ADT Alpha Floor Tiles
Post by: Stevespear46 on October 31, 2023, 05:55:00 PM
Quote from: Christopho on July 31, 2017, 10:46:55 AM
Did anyone download the ALTTP outside sample maps that ffomega made?
Because they were lost and it was a lot of work. I only have two of them (Kakariko Village and Hyrule Castle).
Thanks for you help.

Hey I'm new here. Hoping that someone still has these maps that ffomega made. Would love to to get my hands on them.
Title: Re: [UPDATE] Absolute Hyrule Map Package: ADT Alpha Floor Tiles
Post by: Christopho on October 31, 2023, 10:34:50 PM
I eventually found them later, and they can now be found in the ALTTP Resource Pack.