Tile Extractor 2.5 from retrospec

Talk about development tools here

Moderator: BigEvilCorporation

Post Reply
KanedaFr
Administrateur
Posts: 1139
Joined: Tue Aug 29, 2006 10:56 am
Contact:

Tile Extractor 2.5 from retrospec

Post by KanedaFr » Tue Jan 08, 2008 10:12 pm

I think I should share with a link to a tool I found last week

Tile Extractor

It converts a bitmap to a sheet, a text file, a mappy's map file and/or single tile bitmaps
basically, you could make your level in your favorite paint then import it with this tool

very useful since...it removes duplicate ;)

I already added it to my list of tools to have ;)

ps : for mappy users, read the readme for the way to do (very easy!)

tomaitheous
Very interested
Posts: 256
Joined: Tue Sep 11, 2007 9:10 pm

Post by tomaitheous » Tue Jan 08, 2008 10:54 pm

Mappy does that as well. You can build map from an whole image, remove duplicate tiles, then export just the tiles in what ever row/column setup you want. Tile Extractor gives you offset options, though.

KanedaFr
Administrateur
Posts: 1139
Joined: Tue Aug 29, 2006 10:56 am
Contact:

Post by KanedaFr » Wed Jan 09, 2008 7:58 am

yeah, I know, but I find the way to do it laborious :

first create a map with the correct size (you need to /8 weight and height of your bitmap)
then import bitmap
then put tiles on map (I use a brush, easier)
then remove duplicate...pfff...

with tile extractor, open the bitmap, say you want 8x8 tiles
open the extracted map in mappy, say it's 8x8, et voila ;)

...or perhaps I didn't find a easier way ?
how do YOU do that ?

MG
Very interested
Posts: 56
Joined: Wed Feb 28, 2007 8:41 am
Contact:

Post by MG » Wed Jan 09, 2008 9:15 am

I found another way to do the same things...

1/ I make an empty file with mappy, (for example FILESAVE.FMP) i save it.
2/ I make a little soft wich put the indices of the tiles in the last empty file (filesave.fmp) at the beginning of the offset of the tiles indexs.
3/ I run the soft.
4/ i can work with mappy, my pictures is insert in the screen...

very simple.
i thinck, with this last tool, may be, for me, this work will be a little bit so easy :)
Ah ? ben si ? pourquoi pas...

tomaitheous
Very interested
Posts: 256
Joined: Tue Sep 11, 2007 9:10 pm

Post by tomaitheous » Wed Jan 09, 2008 9:37 am

KanedaFr wrote: ...or perhaps I didn't find a easier way ?
how do YOU do that ?
I use "Create map from big picture".

I create a new project with tile dimensions of 8x8, leave the map setting at 100x100 or make it larger if needed, but the exact size isn't important as long as it's the same size or larger. Then I use "Create map from big picture", "remove unused or duplicates", then export tiles.

Anything more extensive than that and I just write a quick console app :wink:

KanedaFr
Administrateur
Posts: 1139
Joined: Tue Aug 29, 2006 10:56 am
Contact:

Post by KanedaFr » Wed Jan 09, 2008 10:09 am

MG : yeah...but I don't have your tool ;)

thanks tomaitheous, I didn't notice this cool option.
unfortunatly, you need to know the exact width of the bmp ( /8 ) and, even worst for me, it doesn't work with 16 colors bitmap :(
since I always work with 16c bitmap, it's unuseful for me

I think anyone has its own way ;)

so, for people new to mappy, you have now 4 differents ways to do it :
mappy laborious way
tomaitheous's way using mappy "Create map from big picture" option (in 'Useful functions')
MG's way (if he shares his tool or you'll need to write your own)
TileExtractor's way

if, with that, you're unable to make a map, then...sorry :cry:

Pascal
Very interested
Posts: 200
Joined: Wed Nov 29, 2006 11:29 am
Location: Belgium
Contact:

Post by Pascal » Mon Jan 14, 2008 8:09 am

and there's the genitile way :)

just use the -map switch, it gonna generate the map in the megadrive format (h,v flip & palette number), with only 1 command line

taken from the readme.txt

genitile spk.pcx -tileset -map -o h -od data -mo 54 -mp 1 -pal

generate:
output optimized tileset for spk.pcx
output map of spk.pcx using the generated tileset
output are in c header h format
output the palette 0
output will be stored in "data" directory
first map index is 54
force the palette 1 for the map entries

Post Reply