I am trying to make an isometric terrain editor. My problem is not to do with making isometric graphics or rendering them, rather it is to do with indexing of tiles.
Let's say I'm making a hill at tile(10,5). This would mean that tile(10,5) will be type corner_1, tile(11,5) will be corner_2, tile(10,6) will be corner_3, and tile(11,6) will be corner_4. This will create a peak in the middle of the four tiles.
It seems simple to start with, but there are so many possibilities. If we have two hills that cross over each other, we would need inverted corner tiles. If we had a diagonal mountain, the surrounding tiles would need to be turned into diagonal inverted corner tiles. I've already created most of the images for the tiles http://opengameart.org/content/simple-iso-city-work-in-progress. My question is, is there already a set of "rules" I can follow for how terrain modifies itself around surrounding terrain? Or do I have to figure out every combination of tiles myself?
m
xn
cells as a voxel map and derive/render the tiles directly from it. It is hard to think through all the combinations this way you have enough tiles to manage smooth hill or transition in a specific way do not bother with all combinations the tile set would be huge and user unfriendly. – Spektre