On 10 February 2013 20:55, Imhotep wrote:
>
> Am I guessin correct that
>
> 10, 12, "t.l0.floor1"
>
> is short for
>
> 10, 12, "t.l0.floor_n1e1s1w1"
...
No. I think you are comparing two different sprite types here (See
README.graphics "layerN_sprite_type") Former is terrain drawn with
single
Am I guessin correct that
10, 12, "t.l0.floor1"
is short for
10, 12, "t.l0.floor_n1e1s1w1"
10, 12, "t.l0.floor_n0e1s1w1"
10, 12, "t.l0.floor_n1e0s1w1"
10, 12, "t.l0.floor_n0e0s1w1"
10, 12, "t.l0.floor_n1e1s0w1"
10, 12, "t.l0.floor_n0e1s0w1"
10, 12, "t.l0.floor_n1e0s0w1"
10, 12, "t.
On 10 February 2013 19:20, Imhotep wrote:
> I would like to know about the mystery of tilesets.
>
> I have a modpack of my own, derived from Ancients, and heavily modified via
> blind copy&paste to make it work with 2.4.99-dev.
>
> Now I don't see any differences between deep and shallow ocean.
>
I would like to know about the mystery of tilesets.
I have a modpack of my own, derived from Ancients, and heavily modified
via blind copy&paste to make it work with 2.4.99-dev.
Now I don't see any differences between deep and shallow ocean.
By a look in the save-file I can see that the genera