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The tile set
properties dialog allows you to modify the properties of
a tile set. It is also used when you create a new
tileset. This dialog is only useful if you are planning
to create your own, custom tileset. For more information
about creating your own tilesets, read the Creating
a Tileset Mini-Manual.
You can bring up the tile set properties dialog by
pressing Add or double-clicking on a tileset's
name in the Tile set organizer.
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Description
Enter or modify the tile set's description here.
The tile set description is just a text string
that helps you remember what the tileset is for,
or what it's name is.
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Filename
The file name of the tile set is the name it has
on disk, after it has been compiled. The tile set
name identifies the tile set for JCS (i.e. JCS
stores the name of the tile set inside a level,
if you change a filename of a tileset you must
also change all of the levels that use it).
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Tile set
The tile set entry holds the name of the tile set
graphics. JCS searches for filenames in the tiles
directory (you can set the tiles directory from
the Paths and filenames entry from the Tools
section on the drop-down menu). Tiles graphics
can be stored in BMP (Windows Bitmap), LBM
(DeluxePaint), ANM (Deluxepaint Animation) or PCX
(ZSoft Paintbrush) format.
All tile set images must be 320 wide and have a
color depth of 8 bits (256 colors), the height of
the image doesn't matter. The tile set image
should be subdivided in 32x32 blocks (the tiles).
You should also always use the static
tile set colors to make sure that the tile set
works correctly in the game.
The transparency color in tile sets is color 0 or
1 (anything you draw in color 0 or 1 in the tile
set will not be drawn when the tile is
displayed).
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Mask
The mask entry is not mandatory and will
standardly be set to (auto mask). The
mask of a tileset determines where the objects in
the game can collide with the landscape. When you
have, for example, a flower in your tileset which
is shown on the sprite layer (layer 4), you do
not want Jazz to run into the flower; it should
not collide with the flower. This means as much
as "the flower should not have a
mask". You can create a mask image for
the tile set which determines which pixels are
and which aren't masked. If you copy the tileset
graphics to be used as a mask and remove the
flower from this copy, the flower's mask has been
removed.
In this example the tile set name is Cast1n.anm
which means Castle 1 night. The mask
name is Cast1nm.anm which means Castle 1
night mask.
When you use the (automask) option, the
masks for this tileset will be generated from the
tileset graphics. If you are just starting out
making your tilesets or are not sure if you need
to make a mask for it, just use (automask).
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Remap palette
This check-box
determines if the Jazz 2 sprite colors are mapped into your tile
set palette or not. If you check this box, the
tile set your create will always have the Jazz 2
sprite colors in it and the colors you use in
your palette will be remapped and optimized to a
new palette, generated by JCS. If you do not
check this box, JCS assumes that you have the
Jazz 2 sprite colors in position 16..95 of your
palette. If you are in doubt, just check the Remap
palette mark.
If you use a lot of colors in your tile set and
you select remap palette it might be
possible that there are more than 240 colors
required to display your tileset in the game. In
this case, the tile set compiler will log a
warning when your tile set is compiled and the
tile set will look off-colored in Jazz 2.
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OK button
Press this
button if you would like to save the changes you
made in the tile set properties dialog.
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Cancel button
Press this button to discard the changes you made
in the tile set properties dialog.
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Help button
Press this button to display the help you
are reading now.
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