Hello,
Today i worked on a first version of my new Tool.
TileMaster
TileMaster is a tool which lets you edit Textures(terrain.png) without problems.
You can create a New TileSet or open and edit an existing one. Just load some Existing TileSets on the right side into the list to use.(Doubleclick on a list entry to change the sourcetileset)
Klick on the right side on a tile you want to copy and on the left where you want to place it.
V 1.3 introduction
As you can see on the screenshots(v1) below, its no problem to exchange between different resolutions.
Supported Systems:
Native: Windows
BUT: Working where Wine is working too (Tested with Ubuntu)
Todo:
- Simple PaintSystem to edit single Tiles
v1.3.5
- finally Resizable!
- Use the new DragZones between the views to resize
v1.3
-fixed bugs relating to alpha drawing
-Background is now WHite/Grey checked to see Alpha
-Can now choose between select/exchange tool in mainwindow
-added PROTOTYPE for tileediting
v1.2
-Fixed a Bug where loading a PNG without Alpha from file caused a crash(thats the main reason why i do this small update before i'll release the painteditor)
- CustomTileCount: When loading a SourceTileSet, you can know specify how many Tiles you want on the X/Y Axis. Which allows you to load small pictures and fit the into the tilesize you want, or even loading a single picture for a tile.
So this is basically for mixing and matching different tilesets? That sounds great! Certainly useful for mod-specific tileset additions that you want to easily add into your default tileset.
Rollback Post to RevisionRollBack
Games that are still enjoyed thanks to modding-
Morrowind, Oblivion, Starcraft, Garrys Mod, Half-Life (And thus TF2, Portal, ectectect), ect.
Modability isn't just a word I made up, it's the line between Minecraft being a fad and a cult classic.
Looks awesome for easily switching out textures.
However, seeing as this is A Texture tool, I'm going to move it to the textures subforum, Because it is more ontopic and people would be generally more interested in it.
If you have any problems with this move, please send me a Private Message, I read every one I get.
v1.2
-Fixed a Bug where loading a PNG without Alpha from file caused a crash(thats the main reason why i do this small update before i'll release the painteditor)
- CustomTileCount: When loading a SourceTileSet, you can know specify how many Tiles you want on the X/Y Axis. Which allows you to load small pictures and fit the into the ilesize you want, or even loading a single picture for a tile. Imagine to edit your KZ.png Art file. Just load the art file for example, and load single pictures as your sources, tile them the way you want, and copy them.
Thanks for sharing :smile.gif:.
I had this idea after all those "alternatives" popped up within every package, and thought general editing would be very usefull^^.
PS: the Editor to Paint your own tiles will include Alpha, so you have the control of it :wink.gif:.
Took me a moment to figure out how to get the right panel to display the alternates I wanted, but it works like a champ. Well, at least it works just fine in Ubuntu with the latest Wine anyway. :wink.gif:
Thank you for making this, saves me a ton of time in Gimp editing this. :smile.gif:
@SandTrap: Just multiselect like you do on your OS when selecting multiple files. keep mousebutton pressed and move it(on the source side).
@ThePoet444
Items should work. They are aligned on a grid too. What do you mean with there is no grid?
Do you mean there is no visible grid on the png file itself or within my program?
Hi,
It would be great if we could maximize the program window for those larger texture packs to see more of them at once.
Also, when I load a texture on the right, what am I supposed to do with the window that pops up saying, tile count, 16 16?
It would also be great if we could load up the terrain.png file that is inside of minecraft.jar instead of having to pull it out manually. Just a suggestion or two.
Also, this error message came up after closing your program:
And even though I had saved the terrain file, and indeed it did save the file, none of the changes to it were saved as it was showing in your program, in fact all the blocks that I had inserted were just transparent spots after it saved the terrain file to my hdd.
Also, the grid that it's using for 128x textures is not right, the terrain works fine in the game but in your program the grid is off so when trying to select part of the texture it's selecting some of the block above it. Hmmm, this might be a 256x texture file, not remembering, there are 4 smaller blocks per one large block in your program.
Also, can't get multiselect to work, I hold ctrl and try to choose multiple blocks but nothing happens, I try shift too but again, nothing happens.
Sorry, you had me confused with someone else. I didn't have a question/problem that needed answering. Just posted a "Thanks for making this" type of thing. :smile.gif:
Ah, sorry. For multiselect keep the left MOUSE button down and move it :wink.gif:. not CTRL.(multiselect is only on the RIGHT window)
The message you got shouldnt happen. MemoryLeak somewhere. Normally this report is disabled, but i enabled it for the shipped version in case something happens. good that i did it.
The TileCount window is for setting up pictures which are no 16*16 tilecount tilesets. Terrainfiles for example are 16*16 tiles. but maybe you want load a small picture not a whole set to load. For example you have a 4*4 tileset, setit as 4*4 and it will work. for normal files like the terrains keep it at 16*16. It indicates the program how many tiles are in each row and colmn. Resolution is calculated based on this tilecount.
This means it doesnt matter if you load a 64x, 128x 256x tileset. They are all 16*16 tiles. If you changes these numbers for thise sets, you'll get a wrong tilegrid.
Can you send me/link me your textures to test them out? (those you used to edite and the one you used as source)
Just a small progress update.
Below some screenshots of the upcoming editor. Very Basic but working(Gui elements are still WIP and not everything is implemented yet)
As you can see, its now possible to multiselect/select tiles on the right side an edit them.
Alpha editing tool will be implemented too.
Those features will be part of my next update.
I'm getting alot of errors with the rendering of transparency. your program seems to do one of the following when it greets trasparency:
1. Draw black (good boy!)
2. Overlay random pictures from the same folder in a giant ****fest. (most of the time)
3. Overlay an old version of the file (might be the backup and this is the above glitch)
Luckily this dose not affect the final image but it makes editing a nightmare.
Rollback Post to RevisionRollBack
Quote from Demoburd »
How to feel cool on Minecraft forums:
>New Feature is announced
>Begin claiming it ruins the game "MINECRAFT ISN'T A BED/DOG/HAVING FUN SIMULATOR, IT'S ABOUT STANDING IN YOUR HOUSE WITH NOTHING TO DO ALL DAY REMOVE EVERY FEATURE GUH"
Hello,
Today i worked on a first version of my new Tool.
TileMaster is a tool which lets you edit Textures(terrain.png) without problems.
You can create a New TileSet or open and edit an existing one. Just load some Existing TileSets on the right side into the list to use.(Doubleclick on a list entry to change the sourcetileset)
Klick on the right side on a tile you want to copy and on the left where you want to place it.
V 1.3 introduction
As you can see on the screenshots(v1) below, its no problem to exchange between different resolutions.
TileMaster 1.3.5(On my Website)
Supported Systems:
Native: Windows
BUT: Working where Wine is working too (Tested with Ubuntu)
Todo:
- Simple PaintSystem to edit single Tiles
v1.3.5
- finally Resizable!
- Use the new DragZones between the views to resize
v1.3
-fixed bugs relating to alpha drawing
-Background is now WHite/Grey checked to see Alpha
-Can now choose between select/exchange tool in mainwindow
-added PROTOTYPE for tileediting
v1.2
-Fixed a Bug where loading a PNG without Alpha from file caused a crash(thats the main reason why i do this small update before i'll release the painteditor)
- CustomTileCount: When loading a SourceTileSet, you can know specify how many Tiles you want on the X/Y Axis. Which allows you to load small pictures and fit the into the tilesize you want, or even loading a single picture for a tile.
V1.1
- Added Multiselect
- Added Zoom
- Improoved DrawSpeed.
V1.0
- Create New TileSets or Edit existing ones
- Load multiple tilesets as source
- Automatic resolution detection
Hope you enjoy.
If you have any ideas or Bugs, Pls tell me.
Greets
Memnarch
However, seeing as this is A Texture tool, I'm going to move it to the textures subforum, Because it is more ontopic and people would be generally more interested in it.
If you have any problems with this move, please send me a Private Message, I read every one I get.
Greets
Memnarch
Added Zoom
Added Multiselect
Improoved Drawspeed
Next: PaintSystem to Edit tiles. So no longer just exchangeing, real editing. First version maybe will be simple, but lets see.
Greets
Memnarch
Downloading.
If anybody has some ideas/suggestions on how to improve the program, please tell me.
(Paint Editor is WIP^^)
GReets
Memnarch
-Fixed a Bug where loading a PNG without Alpha from file caused a crash(thats the main reason why i do this small update before i'll release the painteditor)
- CustomTileCount: When loading a SourceTileSet, you can know specify how many Tiles you want on the X/Y Axis. Which allows you to load small pictures and fit the into the ilesize you want, or even loading a single picture for a tile. Imagine to edit your KZ.png Art file. Just load the art file for example, and load single pictures as your sources, tile them the way you want, and copy them.
Greetings
Memnarch
I had this idea after all those "alternatives" popped up within every package, and thought general editing would be very usefull^^.
PS: the Editor to Paint your own tiles will include Alpha, so you have the control of it :wink.gif:.
Greets
Rackscha
Thank you for making this, saves me a ton of time in Gimp editing this. :smile.gif:
@ThePoet444
Items should work. They are aligned on a grid too. What do you mean with there is no grid?
Do you mean there is no visible grid on the png file itself or within my program?
Greets
Memnarch
Greets
Memnarch
It would be great if we could maximize the program window for those larger texture packs to see more of them at once.
Also, when I load a texture on the right, what am I supposed to do with the window that pops up saying, tile count, 16 16?
It would also be great if we could load up the terrain.png file that is inside of minecraft.jar instead of having to pull it out manually. Just a suggestion or two.
Also, this error message came up after closing your program:
And even though I had saved the terrain file, and indeed it did save the file, none of the changes to it were saved as it was showing in your program, in fact all the blocks that I had inserted were just transparent spots after it saved the terrain file to my hdd.
Also, the grid that it's using for 128x textures is not right, the terrain works fine in the game but in your program the grid is off so when trying to select part of the texture it's selecting some of the block above it. Hmmm, this might be a 256x texture file, not remembering, there are 4 smaller blocks per one large block in your program.
Also, can't get multiselect to work, I hold ctrl and try to choose multiple blocks but nothing happens, I try shift too but again, nothing happens.
Windows 7 64bit professional.
The message you got shouldnt happen. MemoryLeak somewhere. Normally this report is disabled, but i enabled it for the shipped version in case something happens. good that i did it.
The TileCount window is for setting up pictures which are no 16*16 tilecount tilesets. Terrainfiles for example are 16*16 tiles. but maybe you want load a small picture not a whole set to load. For example you have a 4*4 tileset, setit as 4*4 and it will work. for normal files like the terrains keep it at 16*16. It indicates the program how many tiles are in each row and colmn. Resolution is calculated based on this tilecount.
This means it doesnt matter if you load a 64x, 128x 256x tileset. They are all 16*16 tiles. If you changes these numbers for thise sets, you'll get a wrong tilegrid.
Can you send me/link me your textures to test them out? (those you used to edite and the one you used as source)
EDIT: and if you want to see more...zoom out?^^
Greets
Memnarch
Below some screenshots of the upcoming editor. Very Basic but working(Gui elements are still WIP and not everything is implemented yet)
As you can see, its now possible to multiselect/select tiles on the right side an edit them.
Alpha editing tool will be implemented too.
Those features will be part of my next update.
Greets
Memnarch
1. Draw black (good boy!)
2. Overlay random pictures from the same folder in a giant ****fest. (most of the time)
3. Overlay an old version of the file (might be the backup and this is the above glitch)
Luckily this dose not affect the final image but it makes editing a nightmare.