Why must object tilesets have sizes in multiples of four? I have a 9x9 tileset that I'd like to have a certain font style for that would work very poorly with creatures.
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Note: Due to the way the game loads graphic files, all .bmp file dimensions should be in multiples of 4. Graphical errors may result if this is not the case.
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Originally posted by Savok:
<STRONG>Why must object tilesets have sizes in multiples of four?</STRONG>
It's because the game wants them stored in bitmap files. Microsoft bitmap format (*.bmp, magic number 4D42) is not well-documented. One of the quirks is that the horizontal width of an image needs to be a multiple of four, or some of the programs that use them break in strange ways.
Since the format used for tilesets has 16 characters horizontally, the tileset image width will always be a multiple of four.
The limitation is not on the individual tiles in the set, as far as I can determine, so I do not think you have to scale up to 36x36 tiles.
Really, I think you don't need to worry about it at all.
0x517A5D
[ August 16, 2007: Message edited by: utunnels ]
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Originally posted by utunnels:
<STRONG>Maybe a texture must be in a size of 'power of 2' in some video cards.</STRONG>
Yes, I remember something about that for cards that are now several generations old. But as far as I can tell, textures are not in use at all. Nor are shaders. Nor polygons, even.
All that's going on is that a character-size block is "blit"-transfered from the tileset, colored, and "blit" transfered again to the proper location in the window. Pixel shaders might be used to do this, but I believe it more likely that it's done manually by the program.
If this is correct, texture limitations shouldn't matter.
0x517A5D
Attempting to make a 9x9 object tileset...
:)
Problem solved.