First number: Polygon count. The is the total number of NON-TRANSPARENT (ie non "-1", "-2" or "-3" tiles)
Second number: Width (x-axis) of each tile in world units.
Third number: Depth (z axis) of each tile in world units.
Follow with data..
SPECIAL NUMBERS:
* "-1" = Blank Tile
* "-2" = End of row
* "-3" = End of Map
In theory, you can have non-square or even non-rectangular maps..
The number system for the tiles..
The template file must be 256x256, and each tile must be 32x32.
This means you have 8 tiles per row. Number starts from 0.
0, 1, 2, 3, 4, 5, 6, 7
8, 9, 10, 11, 12, 13, 14, 15
16, 17, 18, 19, 20, 21, 22, 23
24, 25, 26, 27, 28, 29, 30, 31
32, 33, 34, 35, 36, 37, 38, 39
40, 41, 42, 43, 44, 45, 46, 47
48, 49, 50, 51, 52, 53, 54, 55
56, 57, 58, 59, 60, 61, 62, 63
Simple reference the tile by number!
The engine SHOULD be white space tollerant, except for the first 3 lines must be 1 after the other.
The engine IS NOT tollerant to incorrectly counted tiles. It will produce errors, most likely Memblock out of bound errors.
Nick