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Tiles that are different color than the cset?


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#1 Sneezyboo

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Posted 21 May 2026 - 08:14 PM

Hiya! This is my first post anywhere here, but I have used the Zquest editor a few times in the past, know most of the basics.

 

So I've been trying to figure out how in the Cambria tileset template they manage to make the mountains a grey color rather than the matching green for the cset of the screen. I've done some looking and it doesn't appear that that altered the tile combo itself in anyway, but I'm not to skilled in tile editing / making, it also isn't an overlay in a different layer. Either way I just want to emulate this effect.

 

 

EDIT: I also notice the same effect is used on many of the template dungeon flooring tiles to have multiple of the same tile in different colors.


Edited by Sneezyboo, 21 May 2026 - 08:17 PM.


#2 Emily

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Posted 21 May 2026 - 08:32 PM

Screens don't have a single cset. They have a single *palette*, but the full palette has multiple csets in it. For instance, the grey mountains are placed in CSet 4, as opposed to the green CSet 2. You use +/- on the keyboard to change csets in the editor.



#3 Sneezyboo

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Posted 21 May 2026 - 08:36 PM

Screens don't have a single cset. They have a single *palette*, but the full palette has multiple csets in it. For instance, the grey mountains are placed in CSet 4, as opposed to the green CSet 2. You use +/- on the keyboard to change csets in the editor.

 

Thank you so much! I don't know why I thought Palette was equivalent to cset :/



#4 Erased Memory

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Posted 22 May 2026 - 10:58 AM

As a rule of thumb, a screens palette should match the palette of a DMap pointing to it. This will allow you to use test mode. 



#5 Emily

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Posted 22 May 2026 - 12:55 PM

As a rule of thumb, a screens palette should match the palette of a DMap pointing to it. This will allow you to use test mode. 

the "screen palette" is only used for the editor, which is the more important point. The palette of the dmap is what is used in-game.

that is, unless you use a combo trigger to change the loaded level palette to the screen palette, which is possible now :) but that requires a trigger on every screen, and won't help with test mode auto-finding the dmap appropriately.


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