1
2[tilespec]
3
4; Format and options of this tilespec file:
5options = "+Freeciv-2.6-tilespec"
6
7; A simple name for the tileset specified by this file:
8name = "Hexemplio"
9; Based on amplio2hexgbig by GriffonSpade
10
11priority = 3
12
13; There`s no separate versioning in tilesets part of main freeciv distribution
14;version = ""
15
16; Summary and full description of the tileset.
17summary = _("Large iso-hex tileset, similar to Amplio.")
18;description = ""
19
20; TODO: add more overall information fields on tiles,
21; eg, authors, colors, etc.
22
23; Basic tile sizes:
24normal_tile_width  = 126
25normal_tile_height = 64
26small_tile_width   = 15
27small_tile_height  = 20
28
29; Basic tile style.
30hex_side = 16
31is_hex = TRUE
32type = "isometric"
33
34; Use old iso style
35fog_style      = "Auto"
36
37; Was darkness style "IsoRect" (single-sprite)
38darkness_style = "CardinalSingle"
39
40; Which terrain layer darkness is drawn top of (0-2)
41darkness_layer = 1
42
43; offset the flags by this amount when drawing units
44unit_flag_offset_x = 45
45unit_flag_offset_y = 39
46city_flag_offset_x = 41
47city_flag_offset_y = 10
48
49; offset the city occupied sprite by this amount
50occupied_offset_x = 0
51occupied_offset_y = 0
52
53; offset the units by this amount
54unit_offset_x = 34
55unit_offset_y = 38
56
57; offset of the normal activity icons
58activity_offset_x = 74
59activity_offset_y = 28
60
61; offset the cities by this amount
62city_offset_x = 17
63city_offset_y = 21
64
65; offset the city bar text by this amount (from the city tile origin)
66citybar_offset_y = 40
67
68; offset the tile label text by this amount
69tilelabel_offset_y = 20
70
71; offset the upkeep icons by this amount from the top of the unit itself.
72; The default is the normal tile height, which means that the upkeep icons
73; appear below the unit icon if the unit icons are equal to tile height
74; (typical in overhead tileset), or overlay lower part of the unit icon,
75; if unit icon is higher than tiles (typical in iso tilesets)
76;unit_upkeep_offset_y = 0
77
78; Like unit_upkeep_offset_y, but to be used in case there`s only small
79; space for the overall icon produced. Defaults to unit_upkeep_offset_y -
80; not having alternative layout.
81;unit_upkeep_small_offset_y = 0
82
83; Font size (points) to use to draw city names and productions.
84; (Deprecated, and ignored by many clients.)
85city_names_font_size = 10
86city_productions_font_size = 10
87
88; These are special because they get freed and reloaded
89; as required:
90main_intro_file    = "misc/intro"
91minimap_intro_file = "misc/radar"
92
93; Below, the graphics spec files; must be somewhere (anywhere) in
94; the data path. Order may be important for color allocation on
95; low-color systems, and if there are any duplicate tags (lattermost
96; tag is used).
97
98files =
99  "misc/overlays.spec",
100  "misc/citybar.spec",
101  "misc/small.spec",
102  "misc/governments.spec",
103  "misc/specialists.spec",
104  "misc/events.spec",
105  "misc/buildings-large.spec",
106  "misc/wonders-large.spec",
107  "misc/flags-large.spec",
108  "misc/shields-large.spec",
109  "misc/cursors.spec",
110  "misc/space.spec",
111  "misc/techs.spec",
112  "misc/treaty.spec",
113  "misc/icons.spec",
114  "misc/editor.spec",
115  "amplio2/units.spec",
116  "amplio2/nuke.spec",
117  "amplio2/explosions.spec",
118  "hexemplio/activities.spec",
119  "hexemplio/bases.spec",
120  "hexemplio/cities.spec",
121  "hexemplio/grid.spec",
122  "hexemplio/embellishments.spec",
123  "hexemplio/forests.spec",
124  "hexemplio/hills.spec",
125  "hexemplio/mountains.spec",
126  "hexemplio/rivers.spec",
127  "hexemplio/roads.spec",
128  "hexemplio/roads-rails.spec",
129  "hexemplio/roads-maglevs.spec",
130  "hexemplio/select.spec",
131  "hexemplio/terrain.spec",
132  "hexemplio/tiles.spec",
133  "hexemplio/unitcost.spec",
134  "hexemplio/unitextras.spec",
135  "hexemplio/water1.spec",
136  "hexemplio/water2.spec",
137  "hexemplio/water3.spec"
138
139; Include color definitions
140*include "misc/colors.tilespec"
141
142; Terrain info - see README.graphics
143
144[layer0]
145match_types = "floor", "coast", "lake"
146
147[layer1]
148match_types = "water", "land"
149
150[layer2]
151match_types = "hills", "foliage"
152
153; Water graphics referenced by terrain.ruleset
154;
155
156[tile_lake]
157tag = "lake"
158blend_layer = 2
159num_layers = 2
160layer0_match_type = "lake"
161layer0_match_with = "lake"
162layer0_sprite_type = "corner"
163layer1_match_type = "water"
164layer1_match_with = "water"
165layer1_sprite_type = "corner"
166
167[tile_coast]
168tag = "coast"
169blend_layer = 2
170num_layers = 2
171layer0_match_type = "coast"
172layer1_match_type = "water"
173layer1_match_with = "water"
174layer1_sprite_type = "corner"
175
176[tile_floor]
177tag = "floor"
178blend_layer = 2
179num_layers = 2
180layer0_match_type = "floor"
181layer0_match_with = "floor"
182layer0_sprite_type = "corner"
183layer1_match_type = "water"
184layer1_match_with = "water"
185layer1_sprite_type = "corner"
186
187[tile_inaccessible]
188tag = "inaccessible"
189blend_layer = 0
190num_layers = 2
191layer0_match_type = "floor"
192layer1_match_type = "land"
193
194; Land graphics referenced by terrain.ruleset
195;
196
197[tile_arctic]
198tag = "arctic"
199blend_layer = 0
200num_layers = 2
201layer0_match_type = "lake"
202layer1_match_type = "water"
203
204[tile_desert]
205tag = "desert"
206blend_layer = 1
207num_layers = 2
208layer0_match_type = "lake"
209layer1_match_type = "land"
210
211[tile_forest]
212tag = "forest"
213blend_layer = 1
214num_layers = 3
215layer0_match_type = "lake"
216layer1_match_type = "land"
217layer2_match_type = "foliage"
218layer2_match_with = "foliage"
219
220[tile_grassland]
221tag = "grassland"
222blend_layer = 1
223num_layers = 2
224layer0_match_type = "lake"
225layer1_match_type = "land"
226
227[tile_hills]
228tag = "hills"
229blend_layer = 1
230num_layers = 3
231layer0_match_type = "lake"
232layer1_match_type = "land"
233layer2_match_type = "hills"
234layer2_match_with = "hills"
235
236[tile_jungle]
237tag = "jungle"
238blend_layer = 1
239num_layers = 3
240layer0_match_type = "lake"
241layer1_match_type = "land"
242layer2_match_type = "foliage"
243layer2_match_with = "foliage"
244
245[tile_mountains]
246tag = "mountains"
247blend_layer = 1
248num_layers = 3
249layer0_match_type = "lake"
250layer1_match_type = "land"
251layer2_match_type = "hills"
252layer2_match_with = "hills"
253
254[tile_plains]
255tag = "plains"
256blend_layer = 1
257num_layers = 2
258layer0_match_type = "lake"
259layer1_match_type = "land"
260
261[tile_swamp]
262tag = "swamp"
263blend_layer = 1
264num_layers = 2
265layer0_match_type = "lake"
266layer1_match_type = "land"
267
268[tile_tundra]
269tag = "tundra"
270blend_layer = 1
271num_layers = 2
272layer0_match_type = "lake"
273layer1_match_type = "land"
274
275[extras]
276styles =
277    { "name",          "style"
278      "road.road",     "RoadAllSeparate"
279      "road.rail",     "RoadAllCombined"
280      "road.maglev",   "RoadAllCombined"
281      "road.pave",     "RoadAllSeparate"
282      "road.river",    "River"
283      "tx.irrigation", "River"
284      "tx.farmland",   "River"
285      "tx.mine",       "Single1"
286      "tx.oil_mine",   "Single1"
287      "tx.oil_rig",    "Single1"
288      "tx.pollution",  "Single2"
289      "tx.fallout",    "Single2"
290      "tx.village",    "Single1"
291      "base.outpost",  "3Layer"
292      "base.fortress", "3Layer"
293      "base.airstrip", "3Layer"
294      "base.airbase",  "3layer"
295      "base.buoy",     "3layer"
296      "base.ruins",    "3layer"
297    }
298