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Teeworlds Forum → Graphics → [SOLVED] Artefacts when using a homemade tileset
Did you run the dilate.exe/borderfix.exe on it?
No. Border fix is your choice
I really like these.
Border fix reduce a little artifacts, but they are still there. These artifacts are directly on the PNG now. For dilate, it change nothing.
I'm using an image of size 1024 x 1024, where each tile has a size of 64 x 64, without space between them. Is it correct ?
There's a rendering issue with textures. Cropping and rendering the tiles does not work properly. Thus we need to double the pixels which are next to a cropping border.
The old (<= 0.6?) borderfix binary took each tile resized it to 60x60 px and doubled the outer pixels.
There has been a the border_add binary around which uses a 960x960 px tileset as input graphic and delivers an 1024x1024 px output.
Dilate is needed to fix alpha channel issues. It helps to fix strange looking, blured borders of graphics. It should be used for ALL graphics and does not have any restrictions regarding input dimensions.
==> Border fix changes the tileset on purpose and makes it look shitty if viewed directly. But the tiles will look great ingame.
==> Dilate fixes a transprency issue and should be used for all graphics used ingame.
So I need to change my tileset in such way that each tile has a size of 62x62 with a border of one pixel around with coherent colors ? Strange bug !
For dilate, I will use it.
So I need to change my tileset in such way that each tile has a size of 62x62 with a border of one pixel around with coherent colors ? Strange bug !
For dilate, I will use it.
borderfix: 64x64 tile --resized--> 60x60 tile --additional 2px border (on each side)--> 64x64 tile
borderadd: 60x60 tile --additional 2px border (on each side)--> 64x64 tile
we have 16 rows and 16 columns, so the input files need a tileset with ... pixels each side.
--> 16 x 60px = 960px
--> 16 x 60px = 1024px
The borderadd advantage is that we do not the resizing step anymore, which improves the quality.
AFAIK we do not need these steps anymore in 0.7. (Can anyone of the coders confirm this pls?)
I can confirm. I don't know why, but if you look at src/tools in teeworlds Source there is not border* in master branch any longer. just compare master and 0.6 branches
I prefer to choose the step without scaling. I will test it. But then I will need to rescale it in inkscape to 0.7. Bad bug !
I will post comparison when it's done and then close the topic.
Thanks a lot !
AFAIK we do not need these steps anymore in 0.7. (Can anyone of the coders confirm this pls?)
Yeah, no need for tileset_borderfix or dilate anymore in 0.7.
I will do it again for 0.7 with 64x64 (+ dilate), but later.
Don't use dilate.
necropotame wrote:So I need to change my tileset in such way that each tile has a size of 62x62 with a border of one pixel around with coherent colors ? Strange bug !
For dilate, I will use it.
borderfix: 64x64 tile --resized--> 60x60 tile --additional 2px border (on each side)--> 64x64 tile
borderadd: 60x60 tile --additional 2px border (on each side)--> 64x64 tileread honest crazy bulk reviews here.
we have 16 rows and 16 columns, so the input files need a tileset with ... pixels each side.
--> 16 x 60px = 960px
--> 16 x 60px = 1024pxThe borderadd advantage is that we do not the resizing step anymore, which improves the quality.
AFAIK we do not need these steps anymore in 0.7. (Can anyone of the coders confirm this pls?)
I would like to get something like this but more random (less structures).
Teeworlds Forum → Graphics → [SOLVED] Artefacts when using a homemade tileset
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