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