Know a easy way to create seamless isometric tile?
Blitz3D Forums/Blitz3D Beginners Area/Know a easy way to create seamless isometric tile?
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Anybody know an easy way to create seamless isometric tiles from existing (seamless) textures? A ready-to-use-tool would be ideal. At the moment I take a seamless texture, copy and paste in in a 4-tiled square, rotate it 45 degrees in paintshop, copy an past the middle in a new image, make this seamless and rotate it 45 degrees back. (oh yeh,I also stretch it in height) There must be a simpler way to do this, though I can't find it. |
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Tilestudio maybe. http://www.gamedev.net/community/forums/topic.asp?topic_id=381711 |
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Open the texture in Photoshop (or any similiar) Rotate canvas by 45 degrees Scale the Y to 1/2 (if it's 64 make it 32) |
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ehm; That would leave me with a 45 degrees turned texture and still not seamless. In Photoshop I could: 1: open a larger texture 2: rotate it 45 degrees 3: copy and paste the center into a new texture 4: rotate this 45 degrees back. Presto: an isometric texture in witch up is up and down is down. But it's not seamless! Plus the width and hight are wrong. I've googled for "seamless isometric": there is very little source to be found. atm I'm trying to convert some of Jesse's code for rotating pixmaps to something I can unleash seamless tiling algorithms on. |
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mortiis is right thats how you make seamless iso textures, |
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and still not seamless. I was wrong there:sorry... Just forgot the original texture was already seamless. --blush--But: Rotate canvas by 45 degrees Scale the Y to 1/2 (if it's 64 make it 32) Yes, it's seamless(forget about the green line(just there to show direction)), but it's tilted. (if the texture were to represent long grass, I don't want it to look as if a storm swept it to the ground) so I want the black lines to stay horizontal and vertical. Not as easy as it may look on first glance,is it... |
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So you practically want to cut the edges in a 45° angle(texture has to be 4-tiled of course)? A simple BB-routine should work here too. |
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Oh, brother... Well, that is more or less what I'm doing now, since there is NO SIMPLE SOLUTION. I'm indeed (in BB)cutting the edges, rotating the remainder in a tile of the same size as the original, unleash seamless algorithm and turn it back to its original position. And I'm glad it finally works, for I had to rely heavily on code from Jesse and Yan, of witch I did not understand half. |