Staredit Network > Forums > SC1 Terrain > Topic: [ ] payne Tutorial 2 - Tile Properties
[ ] payne Tutorial 2 - Tile Properties
Sep 20 2009, 12:20 am
By: payne  

Sep 20 2009, 12:20 am payne Post #1

:payne:

Quote
Tiles properties:
First of all, here is an overview of the terrain example I'll be using during this whole part (I'll be referring to it many times):
Main Image


One of the first thing you might want to know about the tiles properties is how they block units. That part is really important when you try to create a new blend (or simply when you try to do isometric terrain).
For this part, we'll use this image:
What you see is not what you get

Notice the name of this collapse box. "What you see is not what you get." At start (see Main Image), people could think this blends gave enough space for a lot of units to fit in it, but as you can see, there are grey areas a bit everywhere. That's not a good thing and you'll see why.

When trying to place a unit in SCMDraft 2 (but not when you try to copy-paste one), there are two things you must check: these grey areas that appears and also that green (or red!) rectangular that surrounds your units.
Let's start off with the rectangular: it represents the real amount of space the unit is taking in the map. As you can notice with an Archon (see Main Image), even though it fits within 1 tile, its image in itself is much bigger.
To determinate if a unit can walk through a certain area, select this unit and try to move it from a certain point to an other point. As long as you'll be able to make it move between these 2 points without getting a red rectangular, it means that the unit will be able to walk through, but not always without any problems! We'll talk of these "problems" a bit later.
On the other hand, we have the grey areas. When the rectangular surrounding a unit collides these areas, it becomes red. I guess you get what this means: grey areas are unwalkable areas.

Right over, we've talked about some "problems" you can meet regarding some blends and their walkability.
One of the most known blend causing such problems is exactly this one:
Weird behaviours

Even when you check at the grey areas, it seems like a Zergling or even a Marine could easily walk through it, but in-game, Starcraft's path-finding AI makes it a bit different: the players might some times need to click at precise places to make their units move forward. Clicking at the wrong place could make it run back.
These specific kind of blends aren't really recommended for games. Try avoiding them as much as possible.
As an example, I've used a Defiler. While testing the collisions, I saw that the Defiler will never be able to walk through this specific blend.

Side-note about unit's sizes


An other example of "What you see is not what you get", but more flagrant is shown into this image:
Not walkable at all

When you were looking at the Main Image, you might have thought that this blend was walkable by very small units only, but it isn't walkable at all. In fact, even a 1 pixel unit wouldn't make it through. As you can see, the grey areas are linked and make it so you cannot pass from one side to another (by passing there) without getting a red rectangular.

Just as a second "side-note" about walkability, I'd like you to take a look at this image:
Sprites usage

Now, what you see is the contrary. When looking at the Main Image, you may think a Defiler wouldn't pass that bush, but simply because what you see is a Sprite but not a Doodad, is it fully walkable and I guess 100% of the units could pass it. Anyways, that was just a quick note telling you sprites can also be used to something else than for "block coverage".

Now, an other important part of the tiles properties is the vision.

Terrain Vision:
Terrain vision is a problem that terrainers somewhat rarely face. This is because most extended terrain blend within their own terrain height, or elevation. However, some tilesets can have blends that cross the terrain height line. For example, the top corner bridge tiles are used to blend high dirt to dirt in Jungle. Another bridge tile can also blend with the corners of a Temple. While these examples have stable Terran Vision, some do not. We'll be looking at a piece and analyzing its vision problems.

To check vision, you can either play it on a map or use the Preview Fog layer on SCMDraft2. You can refer yourself to the wiki about Fog of Wars for further informations about this tool.
Preview Fog


Now, let's use this blend as an example.
The Example

Blend wise, the piece is decent. Now, let's view the vision from different angles.

From the Top

The ghost, on dirt, cannot see the high terrain. This is stable vision.

On the Cliff

On the cliff, you can see everything from any position as long as you're on the High Dirt elevation. This too is stable vision.

From the Bridge

On the small bridge tile, the ghost can't see anything. This is because the bridge tiles are surrounded by High Dirt tiles, which are in different elevations. This is unstable vision.

From the Bottom

The ghost, on dirt, cannot see the high terrain. This is stable vision.

You must be aware that vision blocks aren't only appearing when you are playing on a high ground's blend (literally). As soon as you use a high ground tile, you have possibilities of having vision issues.
The following image shows such a problem. Refer yourself to the Main Image to see the terrain without any vision restriction.


Terrain elevation's theory is pretty simple: as long as you're on the same elevation, you see the terrain of the same elevation layer and the ones that are of a lower level of layer. For example, in Jungle, when a unit is on "High Temple", it can simply see any terrain around him.You can see a list of all the terrains' elevations here.

Creep/Null tile:
Those two tiles are also known for having weird behaviours.

One of the Null tiles is walkable. That specific Null tile is the very first one to the right of the Creep tiles in SCMDraft 2's Tileset Index:


Though you must know one thing about it: units can walk from it to any other walkable tile, but the inverse is not right. If you try to walk from a Dirt tile to that Null tile, it will not work. That implies that you must create "move" trigger for this specific case.
<Add informations about Creep tiles>

Post Scriptum: Notice that during the whole article, I've only been talking about the blocking properties of groups of tiles, but you must be aware that even though this kind of knowledge is mostly applied to those, it takes its very source into individual tiles' properties.


Post has been edited 5 time(s), last time on Oct 6 2009, 1:17 am by payne.



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Sep 20 2009, 12:31 am payne Post #2

:payne:

Feel free to tell me any error I've made or what I should implement because I really do feel like this is missing some informations (including the ones about Creep tiles... I do not know anything special about them :O).

According to Falkoner, this sucks :( Anyways, I hope that is still better than nothing... I do not want to have wasted over an hour of study to write this :O

Post has been edited 1 time(s), last time on Sep 20 2009, 12:38 am by payne.



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Sep 20 2009, 1:03 am The Starport Post #3



It's a good first draft, and I guess it gets the point across, but there's simply no way around doing more drafts if you want it to be effective. You probably don't have to go into 20+ edit insanity that I usually do, but just remember that subsequent drafts take less time once you know what you're trying to say and have an idea of how to say it, so don't be afraid to try more of them.

As for the article, I think what you should try to touch on early and then later elaborate on in depth is the nature of how individual tiles handle blocking. That is, they are themselves comprised of tiny 'squares' that are marked as either solid or blocking, respectively. It's important to mention this so the reader can think in terms of individual tiles rather than specific blend groups.


Other than that, you could also briefly gloss over terrain elevations (and reference Inferno's tutorial when it's wikified for some good examples of that, too) and mention a bit more about oddities like walkable space tiles (those null creep tiles, which render the space background on the space tileset) and buildable installation tiles and such.



None.

Sep 20 2009, 1:30 am payne Post #4

:payne:

1) I should update this with individual tiles an other day
2) Kevin already talks about Terrain Elevation in his article
3) I do not see the link with Inferno's tutorial
4) I do not know more than this walkable null tile in terms of "oddities". You'll need to write that kind of stuff ;o

Post has been edited 1 time(s), last time on Sep 20 2009, 11:02 pm by payne.



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Sep 20 2009, 2:05 am The Starport Post #5



Well I'm not completely clear on the buildable installation tiles myself. I never use the installation tileset. :P

JaFF or someone who has might know offhand. Probably can be searched up, too.



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Sep 21 2009, 10:03 am JaFF Post #6



Quote from name:Tuxedo-Templar
Well I'm not completely clear on the buildable installation tiles myself. I never use the installation tileset. :P

JaFF or someone who has might know offhand. Probably can be searched up, too.
Ehhh. I'll try to find a map that had it, because I don't remember off the top of my head where that tile is.

EDIT: Fund it. It has the index of 0016.00. Unfortunately, there is no pair for it to make a smooth substructure floor.

Post has been edited 1 time(s), last time on Sep 21 2009, 8:42 pm by JaFF.



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Oct 1 2009, 2:34 am payne Post #7

:payne:

JaFF, would you mind sharing more infos about such tiles?
Tux, do you see anything to add about this subject? I think this is getting close to final product ;o



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Oct 4 2009, 2:23 am The Starport Post #8



Well, you have a lot of the major points that I can think of covered, but you need to make the chapterization a bit more clear for each distinct, major point. You should try one more draft with that in mind.

You might want to branch off stuff to do with Sprite Properties & Use into it's own tutorial(s), though.

Post has been edited 3 time(s), last time on Oct 4 2009, 2:33 am by Tuxedo-Templar.



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Oct 6 2009, 1:19 am payne Post #9

:payne:

- Tiles properties
(- Units' sizes)
- Terrain vision
- Null/Creep tiles

What did you want me to do with sprites? I'm not sure I understood what you've asked me to do.
Also, Kevin stated his article as unfinished. What could we implement to it? I think it is pretty full. ;o

Post has been edited 1 time(s), last time on Oct 6 2009, 1:31 am by payne.



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Oct 17 2009, 11:47 pm payne Post #10

:payne:

Article uploaded.
Feel free to modify it: http://www.staredit.net/wiki/Tiles_properties
:D



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