Specifically, what inputs did you give it to produce the terrain tileset used in the game? I noticed this file is rather small in image dimensions, especially since it contains 9 terrains. I noticed the terrain png used in the game doesn’t contain all possible transitions between 9 terrains. When I run the script with only 5 input terrains, I already get a bigger file than the one used in the game!
I’m sorry but you got the wrong tool there. The Lua script was an early attempt at doing a generator for such tilesets, but I’ve instead written a generator based on libtiled, as noted in the following commit:
The generator can be found on a branch in the Tiled repository, since I wanted to eventually ship it alongside Tiled. The branch is called wip/terraingenerator. The tool is as of yet undocumented, though.
Recently there has been some work by atheros from the Source of Tales team to make the tool less hardcoded and instead take more command line parameters. Along with usage documentation this will eventually make it suitable for shipping alongside Tiled.
Ok, I was able to check out tiled, download Qt, and get the master branch to compile on my Mac! Yay!
I then figured out how to switch to your wip/terraingenerator branch, I think, using this:
git checkout -b wip/terraingenerator origin/wip/terraingenerator
Branch wip/terraingenerator set up to track remote branch wip/terraingenerator from origin.
Then I went into Qt creator and tried to compile/run the terraingenerator, and got this:
dyld: Library not loaded: @executable_path/../Frameworks/libtiled.1.dylib
Referenced from: /Users/kawika/Documents/git/tiled/build-tiled-Desktop_Qt_5_4_1_clang_64bit-Debug/bin/terraingenerator.app/Contents/MacOS/terraingenerator
Reason: image not found
The program has unexpectedly finished.
Any ideas? I’ll try compiling atheros’ branch next.
Hmm, the command I suggested should have worked as well. When no branch with that name exists locally but it does exist in one of the remotes, git normally creates that local branch automatically.
The reason it doesn’t work is because it can’t find the libtiled library, which is copied into the Tiled.app directory. I’ve pushed a change that marks the terraingenerator as a console application, which may help but I haven’t tested it yet: