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Relational Mode for DoR Grounds, Pack 01

Overview
Creator: Lüt Added: 11 Sep 2017 Downloads: 22
Rating[?]: Rating: 4.6/5 (4 ratings)
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Tags: 16-color, Collection, Dance_of_Remembrance, Edited, Ground, Overworld
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Description
About "Relational Mode For DoR Grounds, Pack 01":

This tilesheet collection takes a multitude of overworld flat-ground tiles from the Dance of Remembrance: Hybrid tileset and organizes them for usage with ZQuest's relational drawing mode. It also provides an extensive amount of additional tile options for greater design versatility in the process.

The tilesheets are organized in 5 sets of 4 columns to match the standard combo index. There are 16 sheets in this collection:

01 - 03) "Nature Paths & Borders": Variations of grass / gravel / dirt / sand tiles, including worn bricks and layerable borders.
04 - 12) "Brick Paths": Variations of large / small / straight / diagonal brick tiles.
13 - 15) "Circle Stone Paths & Borders": Variations of 8x8 circular stone tiles with additional ground borders for seamless transitions between different ground types.
16) "Additional Tiles": Expanded variations of previous tile collections that don't fit into the relational mode structure.

Importing The Tilesheets:

1) Using the Dance of Remembrance: Hybrid tileset, select any map screen with content, and press F4 to load the "Select Palette" menu. If you have no screens with content, place a combo on a blank screen to create one.
2) The filename and tilesheet header both indicate the Palette and CSet necessary to accurately import the tilesheet. Pick the matching Palette from the "Select Palette" drop-down, click "OK," then press + or - to match the CSet.
3) Open the tile page by going to "Quest" -> "Graphics" -> "Tiles," or by right-clicking any combo in the combo list and selecting "Open Tile Page."
4) Find any blank page, select the tile at the upper left, and click the "Grab" button to open the tile import interface.
5) On the "Grab Tile(s)" page, click the "File" button, and choose the filename of the tilesheet you want to import.
6) Once loaded, the colors may look strange, so click the "Recolor" button. If your Palette and CSet are correct (per step 2), the colors of the imported tilesheet will now match the original tilesheet. (Note that CSet can still be adjusted at this point.)
7) Because the "Grab Tile(s)" page only displays 10 of the full 13 rows of a tilesheet, you will need to perform the grab process twice to complete each import.
7a) Select the tile at the upper left, hold shift, then select the tile at the lower right. With the selection box flashing around the entire tile collection, click "OK" to import the tiles.
7b) Now back on the tile page, there will be 3 empty rows beneath the imported tiles. Select the tile at the left side of the first empty row, and click the "Grab" button again. Press the down arrow on your keyboard 3 times to shift the "Grab Tile(s)" display down 3 rows, then load the final 3 rows in the same way as the first 10 rows. (You may need to click the "Recolor" button again during this step.)
8) The tilesheet will now be fully imported with correct colors. Next, to use them in your screens, make them into combos.

Creating Combos:

1) These tilesheets are organized in column sets of 4 to match the standard combo index. On the tile page, select a set of 4 columns by clicking the tile at the upper left, holding shift, then clicking the tile at the bottom right. If your selection stretches across the entire tile page instead of only 4 columns, press spacebar to switch your selection mode from row-based to grid-based.
2) Press "M" to Make this selection of tiles into a group of combos. IMPORTANT NOTE: Pressing "M" after editing any tile in any way, including copying or pasting a tile, can cause glitches in your edits, your tile pages, and even your combo list. Always close and re-open the tile page before pressing "M" to prevent this.
3) On the "Select Combo" page, find a group of blank combos (indicated by red squares) large enough to fit all the tiles being made into combos, select the first combo, and press "Done." IMPORTANT NOTE: This process does NOT shift existing combos further down the list to create room for the new combos being made, so any existing combos in the way of the new combos will be overwritten.
4) You will now see the combo editor. The settings chosen here will be applied to ALL combos being made. Because this particular pack consists of only open ground tiles, the same settings should be applied to each tile collection. In this case, the tiles need no further configuration in the combo editor, so leave the default settings in place and click "OK" to make your tiles into combos.
5) For organizational purposes, I suggest leaving a row of blank combos between the relational mode configurations and the alternate / additional combos.

Using Relational Mode:

1) ZQuest supports 4 drawing modes: Normal, Relational, Dungeon Carving, and Alias. Press "o" to cycle through these modes until you reach "Relational." A button at the top right of the screen editor will show which mode you are using. IMPORTANT NOTE: Do NOT click the button to change modes; it will cause them to glitch. Only ever use "o" to change modes. (This is reported to be fixed in ZC 2.53.0 and later.)
2) Select the first combo of the relational configuration.
3) Click and drag your cursor around the screen to build your body of water or ice.
4) Hold shift while clicking and dragging to erase your body of water or ice.
5) Relational data is stored per screen and per usage of the mode. While editing a screen, you can hold and lift your cursor as many times as you want; the mode will continuously connect and disconnect everything you've drawn as if it were one large relational structure. However, if you leave the screen, or exit the mode, your structural data will be lost, and you'll have to redraw your previous work IF you want to continue building off of it. To be clear, this does NOT mean that your placed combos will be erased; only that the relational data that links them together will be lost. This can be useful if you're building multiple relational structures that you don't want to be connected; for example, separate dirt and brick paths on the same screen.

Detailed instructions with images are included in this package.
Credits
Radien's DoR crew for the base overworld tiles in Dance of Remembrance.
Everything else by me.