NOTE: The editor allows any naming scheme you'd like. The one below is just the naming convention used in the TirNanoG Base asset set.
HINT: The suffix guide is also available in the guides.zip as GIMP layers and as individual PNG files too.
Tiles are named systematically. Most variants are labelled a
- z
, sometimes with 1
- 9
. Things that can be open or
closed are always suffixed by 0
(closed) or 1
(open). Suffix strings follow a simple rule, a combination of letters:
l
(left), m
(middle, repeatable), r
(right) if it's horizontal, and t
(top), m
(middle, repeatable), b
(bottom)
if the item is vertical. If it has both horizontal and vertical variations, then the suffix contains h
or v
too,
respectively. If there's also a one slot big version, that's suffixed c
(center).
t vt
m l m m r vm hl hm hm hr
m vm
b vb c
When the item can be stretched both horizontally and vertically at the same time, then the combinations are tl
(top left),
tm
(top middle, this item repeatable horizontally), tr
(top right); ml
(middle left, repeatable vertically),
bg
(instead of middle-middle it's called background, repeatable both vertically and horizontally), mr
(middle right,
repeatable vertically); bl
(bottom left), bm
(bottom middle, repeatable horizontally), br
(bottom right). If the middle
item can be used in combination with another (giving a two slots wide version), then that additional tile is suffixed n
(next),
but more commonly alternate version are just simply numbered.
tl tm tm tr
ml bg bg mr
ml bg bg mr
bl bm bm br
Terrain types are simply suffixed a
- r
. There's no logic in that, instead when you search for a terrain type it should be
displayed in a visually helpful way in the search results box. Here d
, l
is repeatable horizontally, f
, n
vertically.
The center item a
is always repeatable both vertically and horizontally, and it usually has alternate versions
(suffixed by b
, i
, j
) to break the monotonity. Items q
and r
have all their edges cleared, with a little bit of
terrain in the middle. The wangset correlations are as follows:
11 - a, b 00 - c 00 - d 00 - e 01 - f 11 - g 11 - h
11 01 11 10 01 10 01
11 - i, j 01 - k 11 - l 10 - m 10 - n 10 - o 01 - p
11 00 00 00 10 11 11
00 - q, r
00
Similar to general suffixes, but with little additions depending on the direction the roof is facing.
This is the default, the widest area shown of the roof. The edges are 2 x 2 grid sized to accomodate ornaments if any. Therefore the top middle and bottom middle sprites are 1 x 2 grids, and middle left and middle right 2 x 1 grids in size.
so_tl so_tm so_tr
so_ml so_bg so_mr
so_bl so_bm so_br
Since the TirNanoG Base asset is an orthographic set, this is more likely top view. Usually roofs might have a flat top, that's their North side.
no_tl no_tm no_tr
no_ml no_bg no_mr
no_bl no_bm no_br
There's a twist, because it usually has an edge, so there's a need for some continuation sprites too (using wangset notation):
10 - no_bg1 01 - no_bg2
00 00
00 - no_bg3 00 - no_bg4
10 01
These are beveled diagonal, and consist of bigger sprites. You cannot stretch these, because they must match the 1:2 sloop, have fixed size of 2 x 4 grids.
sw se
These mini towers also have their own roof. Usually they are smaller, perpendicular protrusion parts. Single sprite each, with fixed size, 2 x 2 grids (or with south direction 3 x 2).
we_top ea_top
so_top
These are named after the two directions to make life simpler. The t1
and t2
are both top elements, the only difference is,
there's no more roof above t1
, while the roof continues upwards for t2
.
we_so_t1 ea_so_t1
we_so_t2 ea_so_t2
we_so_m ea_so_m
we_so_b ea_so_b
so_we_t so_ea_t
so_we_m so_bg so_ea_m
so_we_b so_bm so_bm so_bm so_ea_b
This is the case when you see both sides of the roof going down in West-East direction (up-side down V). There are two versions,
an acute angled (suffixed acute_
) and a bevel angled roof (suffixed bevel_
). The last suffix part comes from the position:
la ra
lb lc rc rb
ld le lf rf re rd
lg lh li ri rh rg
lj lk ll rl rk rj
lm rm
On both sides the le
or lh
is the background (depends on the roof's "thickness"), so those are stretchable both vertically
and horizontally. The only difference between acute and bevel is, that the second column on both sides (lb
, le
, lh
, lk
and rb
, re
, rh
, rk
) have double width for bevel to accomodate the 1:2 sloop. The last row, lm
and rm
is always
twice the width, even for acute_lm
and acute_rm
.
The roofs are made carefully in a way so that you can mix the second columns of acute and beveled roofs, creating a "break" in the roof's sloop if you like. For example:
acute_lb
acute_lb
bevel_lb
bevel_lb
acute_lb
acute_lb