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DarkBASIC Discussion / AARRGGGH! Ugly border between some tiles

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UFO
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Posted: 25th Jan 2006 01:56 Edited at: 25th Jan 2006 01:57
I am making a 2D shoot-em-up for the compotition(thread in Geek Culture board). I have gotten it to load all the tiles, but all the diagonal tiles have a border between them.

Example(Click for larger image to see border):


It is not like this for the other tiles though:


????? Here is the tile pack:


Here is the source if you need it:


And the level1.bn2 is attached it you want to run the program.

Thanks for your attention, and help would be greatly appreciated


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hyrichter
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Posted: 25th Jan 2006 05:58
It may be that the border of your images isn't completely black. It may be something like rgb(0,0,3). I had some sprites that were like that once, and fixed it by going to Photoshop and making sure the black areas were completely black.

UFO
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Posted: 25th Jan 2006 13:46
Sorry, but that's not it. I should explain what I do, sorry:

I make plains and texturing them with the tile images. It loads the tiles without the grid around it, so it is a normal tile, and transparency is not needed.

BTW, if you want to run it, you need to download both the tile pack and the level1.bn2. You will need to save the tile pack as Ground Tiles.BMP


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Pincho Paxton
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Posted: 25th Jan 2006 14:02
I remember something like you have to put ,1 at the end of images when loading them, but I don't have DBPro to test what exactly it was.

Sven B
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Posted: 25th Jan 2006 14:03 Edited at: 25th Jan 2006 14:03
I'd suggest you don't use a grid in your loaded image.

If you don't want to do it, then I'd check the loading code. If you look carefully to your screens, you see that there are only a few tiles that have a border. Which means that you probably misplaced some tiles. (Usually are those tiles traingles with grass/other).

Avoid using floats for positioning sprites/images. If it still doesn't work, try checking each tile manually just after you loaded them.

It's the programmer's life:
Have a problem, solve the problem, and have a new problem to solve.
UFO
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Posted: 25th Jan 2006 15:45
Quote: "I'd suggest you don't use a grid in your loaded image."

Ok, I'll try that.The map editor I was using needed the grid.

Thanks. I will try it when I get home from school(no homework today )


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UFO
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Posted: 27th Jan 2006 01:40
Ok, I changed it so there isn't a grid and changed the loading stuff. I did a test, and it DOES copy the images right. Here is the test I did:

I made it put red dots at the top left and bottom left corners, and green on the top right and bottom right corners. It is correct. It must be a texture problem...it is very confusing...
Here is the new code if you need it:



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Pincho Paxton
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Posted: 27th Jan 2006 09:45 Edited at: 27th Jan 2006 09:53
You have just drawn them wrong. I just noticed that it is always the same tiles that mess up. Just the diagonal grass images, so it is obviously your own image that is drawn wrong, or grabbed wrong. How about posting the tiles on here? Maybe you are using JPG's, and because they change the colour at the edges of images they are causing this problem. So zip whatever tiles you are using, and I will have a look at them.

UFO
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Posted: 27th Jan 2006 13:40
Oh, yeah, I should have posted the new tile pack without the grid...but you can look at the grid one. It is the same thing except it doesn't have the grid...I will post it this afternoon. Thanks.

That would really help


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UFO
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Posted: 28th Jan 2006 00:36
Here it is:


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Pincho Paxton
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Posted: 28th Jan 2006 01:30
Oh I have an idea. The images are fine, but I didn't really notice that you were using lots of plains. I made a similar board like your map, and it had holes in it. What I had to do was to make my map from limbs. It cures a Z Buffer problem with DB Classic. Add limb is the command, or you can make a grid in a modelling package. That fixed my problem anyway.

UFO
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Posted: 28th Jan 2006 13:11
Uh...I don't understand what you want me to do :S sorry. I will be back tomorrow afternoon.
Thanks for helping!


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Grog Grueslayer
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Posted: 29th Jan 2006 00:14
Does it really have to be 3D? If you made it 2D you wouldn't see any messed up tiles.


UFO
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Posted: 29th Jan 2006 19:53
Yes. I want to have missles and other stuff that rotates, and that is extremely hard to do in 2D. I haven't had that much time to work on it lately, but I will have a little time this evening to look into it. I have an idea...


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Grog Grueslayer
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Posted: 29th Jan 2006 22:18
You could make a 2D map first and grab the whole map as one image, make a plain, and texture that plain with the entire map image.

Of course you would have to rely on a map array to detect the stuff around your character.


UFO
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Posted: 30th Jan 2006 01:03 Edited at: 30th Jan 2006 13:50
yes, that is a good idea, but I would like to see if there is any way to have each tile as a plain first, because it would be easier in level design, and for hiding the plains not being seen...etc. Thanks though, and I will use your idea if I(or anyone else) can find out what's wrong.

Edit: I think I know what's wrong. I think the texture is scrolled a little bit. I will try to fix it this evening.


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Grog Grueslayer
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Posted: 30th Jan 2006 20:37
It would be faster too... because you only have 1 object to deal with rather than an object for each tile.


UFO
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Posted: 31st Jan 2006 00:58 Edited at: 31st Jan 2006 01:50
I was wrong.

Are you sure that one huge plain with a very large texture will be smaller than one plain for each tile ONLY the ones visible? I want to know if that would be better.

Never Mind. I changed my idea for the game. I have a MUCH easier and still just as good idea.
Thanks for helping though!!!!


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Grog Grueslayer
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Posted: 31st Jan 2006 04:16
Ah np.


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