cardenaglo Posted January 27, 2019 Share Posted January 27, 2019 (edited) As a mapper I've felt rather limited in the appearance and more importantly detailing of my forests and farms. I'd have to go in to Tilezed to make changes like adding rocks or leaves to forests. Similarly I felt it cumbersome to have to go to each tile to fill out farmland in very specific manners. To remedy that for the last few day's I've been tweaking the rules the tools use. I've managed to add quite a lot of stuff into my maps using these edits ranging from sticks and stones to multi vegetable farms on tilled dirt. In the images I've provided each row (and one column in the second image) are a different rule set. If you want to try these out just replace the Rules in you Worlded folder and it will work perfectly. To use in Tilezed you may need to import and reload your Rules sheet. Also quick tip for Photoshop users, use the noise function, reduce tolerance to zero and select different shades to replace with any of the non food colors and it will distribute the features both randomly and in a nice spread out fashion. This way you don't have large patches of leaves or stones that don't look all that great. Spoiler version = 1 alias { name = lightgrass_n tiles = [ blends_natural_01_56 blends_natural_01_60 ] } alias { name = lightgrass_w tiles = [ blends_natural_01_57 blends_natural_01_61 ] } alias { name = lightgrass_e tiles = [ blends_natural_01_58 blends_natural_01_62 ] } alias { name = lightgrass_s tiles = [ blends_natural_01_59 blends_natural_01_63 ] } alias { name = medgrass_n tiles = [ blends_natural_01_40 blends_natural_01_44 ] } alias { name = medgrass_w tiles = [ blends_natural_01_41 blends_natural_01_45 ] } alias { name = medgrass_e tiles = [ blends_natural_01_42 blends_natural_01_46 ] } alias { name = medgrass_s tiles = [ blends_natural_01_43 blends_natural_01_47 ] } alias { name = darkgrass_n tiles = [ blends_natural_01_24 blends_natural_01_28 ] } alias { name = darkgrass_w tiles = [ blends_natural_01_25 blends_natural_01_29 ] } alias { name = darkgrass_e tiles = [ blends_natural_01_26 blends_natural_01_30 ] } alias { name = darkgrass_s tiles = [ blends_natural_01_27 blends_natural_01_31 ] } alias { name = sand_n tiles = [ blends_natural_01_8 blends_natural_01_12 ] } alias { name = sand_w tiles = [ blends_natural_01_9 blends_natural_01_13 ] } alias { name = sand_e tiles = [ blends_natural_01_10 blends_natural_01_14 ] } alias { name = sand_s tiles = [ blends_natural_01_11 blends_natural_01_15 ] } alias { name = medlonggrass tiles = [ blends_grassoverlays_01_24 blends_grassoverlays_01_25 blends_grassoverlays_01_26 blends_grassoverlays_01_27 blends_grassoverlays_01_28 blends_grassoverlays_01_29 ] } alias { name = medmedgrass tiles = [ blends_grassoverlays_01_32 blends_grassoverlays_01_33 blends_grassoverlays_01_34 blends_grassoverlays_01_35 blends_grassoverlays_01_36 blends_grassoverlays_01_37 ] } alias { name = medshortgrass tiles = [ blends_grassoverlays_01_40 blends_grassoverlays_01_41 blends_grassoverlays_01_42 blends_grassoverlays_01_43 blends_grassoverlays_01_44 blends_grassoverlays_01_45 ] } alias { name = lightlonggrass tiles = [ blends_grassoverlays_01_48 blends_grassoverlays_01_49 blends_grassoverlays_01_50 blends_grassoverlays_01_51 blends_grassoverlays_01_52 blends_grassoverlays_01_53 ] } alias { name = lightmedgrass tiles = [ blends_grassoverlays_01_56 blends_grassoverlays_01_57 blends_grassoverlays_01_58 blends_grassoverlays_01_59 blends_grassoverlays_01_60 blends_grassoverlays_01_61 ] } alias { name = lightshortgrass tiles = [ blends_grassoverlays_01_64 blends_grassoverlays_01_65 blends_grassoverlays_01_66 blends_grassoverlays_01_67 blends_grassoverlays_01_68 blends_grassoverlays_01_69 ] } alias { name = darklonggrass tiles = [ blends_grassoverlays_01_0 blends_grassoverlays_01_1 blends_grassoverlays_01_2 blends_grassoverlays_01_3 blends_grassoverlays_01_4 blends_grassoverlays_01_5 ] } alias { name = darkmedgrass tiles = [ blends_grassoverlays_01_8 blends_grassoverlays_01_9 blends_grassoverlays_01_10 blends_grassoverlays_01_11 blends_grassoverlays_01_12 blends_grassoverlays_01_13 ] } alias { name = darkshortgrass tiles = [ blends_grassoverlays_01_16 blends_grassoverlays_01_17 blends_grassoverlays_01_18 blends_grassoverlays_01_19 blends_grassoverlays_01_20 blends_grassoverlays_01_21 ] } alias { name = street tiles = [ blends_street_01_96 blends_street_01_101 blends_street_01_102 blends_street_01_103 ] } alias { name = street2 tiles = [ blends_street_01_80 blends_street_01_85 blends_street_01_86 blends_street_01_87 ] } alias { name = lightgravel tiles = [ blends_street_01_48 blends_street_01_53 blends_street_01_54 blends_street_01_55 ] } alias { name = pothole tiles = [ blends_street_01_16 blends_street_01_21 ] } alias { name = dirt tiles = [ blends_natural_01_64 blends_natural_01_69 blends_natural_01_70 blends_natural_01_71 ] } alias { name = sand tiles = [ blends_natural_01_0 blends_natural_01_5 blends_natural_01_6 blends_natural_01_7 ] } alias { name = sandblends tiles = [ blends_natural_01_8 blends_natural_01_9 blends_natural_01_10 blends_natural_01_11 blends_natural_01_1 blends_natural_01_4 blends_natural_01_3 blends_natural_01_2 ] } alias { name = darkgrassblends tiles = [ blends_natural_01_24 blends_natural_01_25 blends_natural_01_26 blends_natural_01_27 blends_natural_01_17 blends_natural_01_20 blends_natural_01_19 blends_natural_01_18 ] } alias { name = medgrassblends tiles = [ blends_natural_01_40 blends_natural_01_41 blends_natural_01_42 blends_natural_01_43 blends_natural_01_33 blends_natural_01_36 blends_natural_01_35 blends_natural_01_34 ] } alias { name = lightgrassblends tiles = [ blends_natural_01_56 blends_natural_01_57 blends_natural_01_58 blends_natural_01_59 blends_natural_01_49 blends_natural_01_52 blends_natural_01_51 blends_natural_01_59 ] } alias { name = darkgrass tiles = [ blends_natural_01_16 blends_natural_01_21 blends_natural_01_22 blends_natural_01_23 ] } alias { name = medgrass tiles = [ blends_natural_01_32 blends_natural_01_37 blends_natural_01_38 blends_natural_01_39 ] } alias { name = lightgrass tiles = [ blends_natural_01_48 blends_natural_01_53 blends_natural_01_54 blends_natural_01_55 ] } alias { name = water tiles = [ blends_natural_02_0 blends_natural_02_5 blends_natural_02_6 blends_natural_02_7 ] } rule { label = Dark Grass bitmap = 0 color = 90 100 35 tiles = darkgrass layer = 0_Floor } rule { label = Medium Grass bitmap = 0 color = 117 117 47 tiles = medgrass layer = 0_Floor } rule { label = Light Grass bitmap = 0 color = 145 135 60 tiles = lightgrass layer = 0_Floor } rule { label = Sand bitmap = 0 color = 210 200 160 tiles = sand layer = 0_Floor } rule { label = Light Asphalt bitmap = 0 color = 165 160 140 tiles = lightgravel layer = 0_Floor } rule { label = Dark Asphalt (main roads) bitmap = 0 color = 100 100 100 tiles = street2 layer = 0_Floor } rule { label = Medium Asphalt bitmap = 0 color = 120 120 120 tiles = street layer = 0_Floor } rule { label = Gravel Dirt bitmap = 0 color = 140 70 15 tiles = floors_exterior_natural_01_12 layer = 0_Floor } rule { label = Dirt bitmap = 0 color = 120 70 20 tiles = dirt layer = 0_Floor } rule { label = Dark Pothole bitmap = 0 color = 110 100 100 tiles = blends_street_01_0 layer = 0_Floor } rule { label = Light Pothole bitmap = 0 color = 130 120 120 tiles = pothole layer = 0_Floor } rule { label = Water bitmap = 0 color = 0 138 255 tiles = water layer = 0_Floor } rule { label = FarmLand bitmap = 0 color = 140 90 40 tiles = floors_exterior_natural_01_17 layer = 0_Floor } rule { label = Trees bitmap = 1 color = 255 0 0 tiles = [ vegetation_trees_01_8 vegetation_trees_01_9 vegetation_trees_01_10 vegetation_trees_01_11 ] layer = 0_Vegetation } rule { label = Trees + Dark grass bitmap = 1 color = 127 0 0 tiles = [ vegetation_trees_01_8 vegetation_trees_01_9 vegetation_trees_01_10 vegetation_trees_01_11 darklonggrass darklonggrass darkmedgrass darkshortgrass ] layer = 0_Vegetation condition = 90 100 35 } rule { label = Trees + Medium grass bitmap = 1 color = 127 0 0 tiles = [ vegetation_trees_01_8 vegetation_trees_01_9 vegetation_trees_01_10 vegetation_trees_01_11 medlonggrass medlonggrass medmedgrass medshortgrass ] layer = 0_Vegetation condition = 117 117 47 } rule { label = Trees + Light grass bitmap = 1 color = 127 0 0 tiles = [ vegetation_trees_01_8 vegetation_trees_01_9 vegetation_trees_01_10 vegetation_trees_01_11 lightlonggrass lightlonggrass lightmedgrass lightshortgrass ] layer = 0_Vegetation condition = 145 135 60 } rule { bitmap = 1 color = 64 0 0 tiles = [ vegetation_trees_01_8 vegetation_trees_01_9 darklonggrass darklonggrass darkmedgrass darkshortgrass darkmedgrass darkshortgrass ] layer = 0_Vegetation } rule { label = Grass (all types) bitmap = 1 color = 0 255 0 tiles = [ darklonggrass darkmedgrass darkshortgrass darklonggrass darkmedgrass darkshortgrass darklonggrass darkmedgrass darkshortgrass vegetation_groundcover_01_18 vegetation_groundcover_01_19 vegetation_groundcover_01_21 vegetation_groundcover_01_22 vegetation_groundcover_01_23 ] layer = 0_Vegetation condition = 90 100 35 } rule { label = Light long grass bitmap = 1 color = 0 255 0 tiles = [ lightshortgrass lightmedgrass lightlonggrass lightshortgrass lightmedgrass lightlonggrass lightshortgrass lightmedgrass lightlonggrass vegetation_groundcover_01_18 vegetation_groundcover_01_19 vegetation_groundcover_01_21 vegetation_groundcover_01_22 vegetation_groundcover_01_23 ] layer = 0_Vegetation condition = 145 135 60 } rule { bitmap = 1 color = 0 255 0 tiles = [ medshortgrass medmedgrass medlonggrass medshortgrass medmedgrass medlonggrass medshortgrass medmedgrass medlonggrass vegetation_groundcover_01_18 vegetation_groundcover_01_19 vegetation_groundcover_01_21 vegetation_groundcover_01_22 vegetation_groundcover_01_23 ] layer = 0_Vegetation condition = 117 117 47 } rule { label = Grass + Few Trees (dark) bitmap = 1 color = 0 128 0 tiles = [ vegetation_trees_01_8 vegetation_trees_01_10 darklonggrass darklonggrass darkmedgrass darkshortgrass darklonggrass darklonggrass darklonggrass darkmedgrass darkmedgrass vegetation_trees_01_8 vegetation_trees_01_10 darklonggrass darklonggrass darkmedgrass darklonggrass darklonggrass darkmedgrass vegetation_groundcover_01_18 vegetation_groundcover_01_19 vegetation_groundcover_01_21 vegetation_groundcover_01_22 vegetation_groundcover_01_23 ] layer = 0_Vegetation condition = 90 100 35 } rule { label = Grass + Few Trees (medium) bitmap = 1 color = 0 128 0 tiles = [ vegetation_trees_01_8 vegetation_trees_01_10 medlonggrass medlonggrass medmedgrass medshortgrass medlonggrass medlonggrass medlonggrass medmedgrass medmedgrass vegetation_trees_01_8 vegetation_trees_01_10 medlonggrass medlonggrass medmedgrass medlonggrass medlonggrass medmedgrass vegetation_groundcover_01_18 vegetation_groundcover_01_19 vegetation_groundcover_01_21 vegetation_groundcover_01_22 vegetation_groundcover_01_23 ] layer = 0_Vegetation condition = 117 117 47 } rule { label = Grass + Few Trees (light) bitmap = 1 color = 0 128 0 tiles = [ vegetation_trees_01_8 vegetation_trees_01_10 lightlonggrass lightlonggrass lightmedgrass lightshortgrass lightlonggrass lightlonggrass lightlonggrass lightmedgrass lightmedgrass vegetation_trees_01_8 vegetation_trees_01_10 lightlonggrass lightlonggrass lightmedgrass lightlonggrass lightlonggrass lightmedgrass vegetation_groundcover_01_18 vegetation_groundcover_01_19 vegetation_groundcover_01_21 vegetation_groundcover_01_22 vegetation_groundcover_01_23 ] layer = 0_Vegetation condition = 145 135 60 } rule { bitmap = 1 color = 255 0 255 tiles = [ vegetation_foliage_01_8 vegetation_foliage_01_9 vegetation_foliage_01_10 vegetation_foliage_01_11 vegetation_foliage_01_12 vegetation_foliage_01_13 vegetation_foliage_01_14 vegetation_trees_01_8 vegetation_trees_01_9 vegetation_trees_01_10 vegetation_trees_01_11 darklonggrass darklonggrass darkmedgrass darkshortgrass ] layer = 0_Vegetation } rule { label = Corn bitmap = 1 color = 255 255 100 tiles = [ vegetation_farm_01_0 vegetation_farm_01_01 ] layer = 0_Vegetation } rule { label = Wheat bitmap = 1 color = 0 45 200 tiles = [ vegetation_farm_01_02 ] layer = 0_Vegetation } rule { label = Radishes bitmap = 1 color = 50 95 120 tiles = [ vegetation_farming_01_54 ] layer = 0_Vegetation } rule { label = Tomato bitmap = 1 color = 135 5 100 tiles = [ vegetation_farming_01_70 ] layer = 0_Vegetation } rule { label = Lettuce bitmap = 1 color = 135 5 150 tiles = [ vegetation_farming_01_22 ] layer = 0_Vegetation } rule { label = Strawberries bitmap = 1 color = 255 150 0 tiles = [ vegetation_farming_01_62 ] layer = 0_Vegetation } rule { label = Carrots bitmap = 1 color = 255 170 85 tiles = [ vegetation_farming_01_38 ] layer = 0_Vegetation } rule { label = Mixed Vegetation bitmap = 1 color = 50 75 20 tiles = [ vegetation_farming_01_70 vegetation_farming_01_38 vegetation_farming_01_22 vegetation_farm_01_02 vegetation_farming_01_54 ] layer = 0_Vegetation } rule { label = Flowers 1 bitmap = 1 color = 236 0 140 tiles = [ d_plants_1_24 d_plants_1_25 d_plants_1_26 d_plants_1_27 d_plants_1_28 d_plants_1_29 d_plants_1_30 d_plants_1_31 ] layer = 0_Vegetation } rule { label = Flowers 2 bitmap = 1 color = 240 50 160 tiles = [ d_plants_1_40 d_plants_1_41 d_plants_1_42 d_plants_1_43 d_plants_1_45 d_plants_1_46 d_plants_1_47 ] layer = 0_Vegetation } rule { label = Tree Foliage bitmap = 1 color = 40 90 60 tiles = [ e_americanlinden_1_15 e_carolinasilverbell_1_15 e_cockspurhawthorn_1_15 e_dogwood_1_15 e_easternredbud_1_15 e_redmaple_1_15 e_riverbirch_1_15 e_yellowwood_1_15 ] layer = 0_Vegetation } rule { label = Tree Wood bitmap = 1 color = 40 90 60 tiles = [ e_americanlinden_1_03 e_carolinasilverbell_1_03 e_cockspurhawthorn_1_03 e_dogwood_1_03 e_easternredbud_1_03 e_redmaple_1_03 e_riverbirch_1_03 e_yellowwood_1_03 ] layer = 0_Vegetation } rule { label = grasses bitmap = 1 color = 90 85 0 tiles = [ d_generic_1_0 d_generic_1_1 d_generic_1_2 d_generic_1_3 d_generic_1_4 d_generic_1_5 d_generic_1_6 d_generic_1_7 d_generic_1_19 d_generic_1_20 d_generic_1_21 d_generic_1_26 d_generic_1_27 d_generic_1_29 d_generic_1_30 d_generic_1_32 d_generic_1_33 d_generic_1_34 d_generic_1_35 d_generic_1_36 d_generic_1_37 d_generic_1_38 d_generic_1_39 d_generic_1_46 ] layer = 0_Vegetation } rule { label = Ferns bitmap = 1 color = 200 85 0 tiles = [ d_generic_1_49 d_generic_1_50 d_generic_1_51 d_generic_1_52 d_generic_1_53 d_generic_1_54 d_generic_1_55 d_generic_1_48 d_generic_1_85 d_generic_1_80 d_generic_1_81 d_generic_1_82 d_generic_1_83 d_generic_1_84 d_generic_1_86 d_generic_1_87 ] layer = 0_Vegetation } rule { label = Sticks and Stones bitmap = 1 color = 250 80 70 tiles = [ d_generic_1_8 d_generic_1_9 d_generic_1_10 d_generic_1_11 d_generic_1_12 d_generic_1_13 d_generic_1_14 d_generic_1_15 d_generic_1_16 d_generic_1_17 d_generic_1_18 d_generic_1_22 d_generic_1_23 d_generic_1_24 d_generic_1_25 d_generic_1_31 d_generic_1_28 d_generic_1_40 d_generic_1_41 d_generic_1_42 d_generic_1_43 d_generic_1_44 d_generic_1_45 d_generic_1_47 ] layer = 0_Vegetation } rule { label = Leaves bitmap = 1 color = 145 85 70 tiles = [ d_floorleaves_1_1 d_floorleaves_1_3 d_floorleaves_1_2 d_floorleaves_1_4 d_floorleaves_1_5 d_floorleaves_1_6 d_floorleaves_1_7 d_floorleaves_1_8 d_floorleaves_1_9 d_floorleaves_1_10 d_floorleaves_1_11 d_floorleaves_1_0 ] layer = 0_Vegetation } rule { label =Street Cracks bitmap = 1 color = 128 128 128 tiles = [ d_streetcracks_1_1 d_streetcracks_1_3 d_streetcracks_1_2 d_streetcracks_1_4 d_streetcracks_1_5 d_streetcracks_1_6 d_streetcracks_1_7 d_streetcracks_1_8 d_streetcracks_1_9 d_streetcracks_1_10 d_streetcracks_1_11 d_streetcracks_1_0 d_streetcracks_1_12 d_streetcracks_1_13 d_streetcracks_1_14 d_streetcracks_1_15 ] layer = 0_Vegetation } Rules.txt Edited January 27, 2019 by cardenaglo Ayrton Orio 1 Link to comment Share on other sites More sharing options...
Atoxwarrior Posted January 30, 2019 Share Posted January 30, 2019 I will try the "Rules" I want to experience how the detailed terrain is handled with this configuration Link to comment Share on other sites More sharing options...
Atoxwarrior Posted January 30, 2019 Share Posted January 30, 2019 I have tried the configuration, and it seemed great to be able to work with this tool, it helps a lot to the detail of the terrain, I hope that this type of details will help a lot to other mappers, I hope to see much more of your work with this, you will help a lot, it would be great see more combinations certainly note a detail that only works for me in the layer of "vegetation" could be used in some other layer ?, also try to use the trees and to put the leaves only appeared more trunks, this is a failure or is only a test . I like your configuration without a doubt I will be waiting for future updates a big congratulation for your contribution, I hope the developers take into account update the tools tilezed in the future. Link to comment Share on other sites More sharing options...
Atoxwarrior Posted January 30, 2019 Share Posted January 30, 2019 Link to comment Share on other sites More sharing options...
Ciber Ninja Posted February 2, 2019 Share Posted February 2, 2019 Use your words. Link to comment Share on other sites More sharing options...
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