IsoGen
Overview
A tool for quickly and easily
generating seamless tiles and walls for isometric games.
Making a game is hard and time
consuming. And it can be difficult to do at all without a basic art set.
The purpose of Isogen is to quickly get you up and running with reasonably
good isometric art. You can tune that art over time - or replace it with
hand finished art later - but Isogen will get you started with correct
isometric graphics quickly.
Isogen takes an XML configuration
file and images for input, and generates isometrics graphics - ready to
use.

Features
- Stand alone utility. It
ships with the Kyra codebase, but is a separate program.
- Creates true seamless tiles
and walls.
- Can layer textures, including
alpha channels, for variation and effects.
- Ambient and diffuse lighting.
Building
Isogen needs to link to SDL
and load SDL_image at run time, just like the main Kyra code. The build
page documents the SDL requirements and how to set it up.
Visual Studio: Simply set isogen
to the active project and build. The command line can be set in the Project
settings.
Linux, mingw: 'make'
Quick Start
Executing './isogen dungeon.xml'
will execute isogen. It is a command line utility, so you will only see
a few lines of output. Running isogen will create:
- dungeon.bmp. The output
file that contains all the tiles and walls.
- dungeon_encoder.xml. An
XML file that describes all the images in the output bmp file. If you
are using the Kyra sprite engine, this is an input XML file that will
generate a .dat file. (krencoder dungeon.dat dungeon_encoder.xml).
Anatomy of a Tile
Defining an isometric tile
is tricky. Isogen only creates tiles - it doesn't position or draw them.
(Kyra is a full drawing package, although Kyra's isometric math has not
yet been fully updated for Isogen). Regardless, it is very important to
have a clear understanding of isometric tile geometry.
Isogen is based on the notion
at every object it creates fills a cube in 3D space. That's why the floor
texture is "on top". A floor is the top of a filled cube, and
leaves empty space above it.
The cube is then projected
into an isometric projection, and pixels are chosen so that every image
touches correctly, but none overlap.

- The (mathematical) unit
cube is shown as black lines.
- East and North, in isometric
space, are marked.
- In pixel coordinates 0,0
is in the upper left.
- The isometric width
is the width of the isometric cube (projected) in pixels. In this case
it is 16 pixels. The isometric width is used to position the tile, even
though the "visual" width is 2 pixels smaller.
- The tile width
is 2 pixels less than the isometric with. In this example, 14 pixels.
- The tile height
is 1/2 the isometric with. 8 pixels in this case.
- The origin of each tile
is completely arbitrary. Isogen uses the pixel marked with a blue dot.
- The next tile East is at
x+(isometric width)/2, y-(isometric width)/4
- The next tile North is at
x-(isometric width)/2, y-(isometric width)/4
An Effective Process
Isogen is made to be quick
and easy to get started, but grow with your game or application. In general,
you'll want to:
- Get the size of the art,
and get it in the game.
- Set up basic lights and
texture.
- Add more complex overlays
and textures.
- Hand tweak the resulting
art.
The first step should come
as you create the game...and hand tweaking once you have taken automation
as far as possible!
At the beginning, you want
to get a feel for the size of the art. Start with
isogen sprite="myart"
Which will create basic grayscale
art. You can then tweak the size with:
isogen sprite="myart"
isoWidth="100"
Once you have the size you
want, and it is in your app and testable, create a basic XML file. (Described
below). Or copy the existing dungeon.xml. You can use this to generate
more and varied art for you game.
Textures
The XML reference, below, describes
the many ways textures are used in Isogen. However, there are some general
rules for textures.
- Any texture format supported
by SDL_image is acceptable. This includes BMP, PNG, TGA, and PCX.
- Alpha channel is supported
for 32 bit images (PNG and TGA if saved as 32 bits). Alpha channel is
not support for 24 bit and lower images (BMP and PCX).
- For overlays that use formats
without an alpha channel, pure black is assumed transparent.
- Many isogen textures should
be seamless (tileable) textures. This is very important - discontinuities
in the texture images will be very apparent when the images are stitched
together. Many textures for 3D graphics are seamless. A very good -
and cheap - editor for working with seamless textures is PhotoSeam.
(I'm not affiliated - I just think it is good software.)
- Textures should be approximately
the same size, or a little larger, as the output for the best results.
For example, if you use an isometric width of 120, a wall will be about
60 pixels wide. Textures are traditionally a power of 2. So an input
texture of 64x64 or possibly 128x128 would be a good choice.
XML
The basic structure of an isogen
input file is:
<Isogen> The top
level tag contains global settings. There is only one.
<Set> Each set
defines a group of graphics to be generated from the same images.
A set can be walls, floors, etc, all with the same graphics effects
and textures. There can be any number of sets (as long as they fit
in the generated image.)
<FloorOverlay>
Images that overlay the basic floor graphics. Each one is layered
in order, and there can be any number of layers.
<WallOverlay> Images
that overlay the basic wall graphics. Each one is layered in order,
and there can be any number of layers.
<Isogen>
<Isogen> is the top
level tag for the document and contains global settings for the generated
images. It can contain any number of <Sets>. <Isogen> requires
the 'sprite' attribute, and supports many optional attributes.
sprite="spritename"
Required attribute. The
output image is "spritename.bmp" and the output XML file
is "spritename_encoder.xml". In the output XML file, the
'sprite' will be named "spritename".
isoWidth="120"
The isometric width of
the tiles. (See Anatomy of a Tile, above.) Will be rounded to be a
multiple of 4.
wallInset="10"
The thickness of walls
generated by isogen. Defaults to isoWidth / 12. Lower values are thicker
walls, higher values are thinner. If the walls are too thin, they
won't connect any more.
width="800"
height="600"
The size of the output
image file.
ambient="0.6 0.6 0.6"
diffuse="0.4 0.4 0.4"
lightVector="0 2 -3"
The ambient and diffuse
light used. Ambient light has no direction and is everywhere, diffuse
light is directional and in the direction of the lightVector. The
components of ambient and diffuse are "red green blue" and
have a value between 0 and 1. 0 is dark, 1 is full brightness. The
components of lightVector are "x y z" and will be normalized
when read. Normally the ambient and diffuse components add to 1.0,
but they don't have too. (The output is clamped between 0 and 1).
The equation of light in isogen is a standard, simple model:
c = ambient.c + diffuse.c
* (surfaceNormal * lightVector)
<Set>
A <Set> is a collection
of graphics (walls, floors, etc.) with the same effects applied. You
can have any number of sets. A <Set> has the following attributes:
useAA="true"
Use anti-aliasing when
rendering. This is almost always the look you want, but turning it
off will give a sharper appearance.
drawAll="true"
Draws all the single size
objects. If true overrides most other "draw" settings. If
false, be sure to specify other "draw" attributes.

drawBasic="false"
If true, draws the floor
and cube.
drawWall="false"
If true, draws straight
walls.
drawJoin="false"
If true, draws joins that
connect walls.
drawWallJoin="false"
If true, draws the 2 joins
that have a wall face. Useful because only these 2 joins use the overlays.

drawRamp="false"
If true, draws the ramps.The
first ramp is East one unit and Up one unit. The 2nd ramp is North
one unit and up one unit.
Although good for positioning
and correctly establishing the image seams, you will probably want
to edit the ramps to either be stairs, have thickness, or both.
drawDouble="true"
Modifies the above options
to also draw the "double height" graphics. This allows a
sprite that is 2 units high compared to the walls. Setting drawAll="true"
and drawDouble="true" gives the following set -

floor="floor.bmp"
wall="wall.bmp"
Specify the floor or wall
texture, which should be a seamless texture. (See Textures, above.)
These are the base texture. Overlays are applied on top of the floor
or wall texture.
action="ICON0"
If you are using Kyra,
each set is an Action to the Kyra engine, with a postfix attached.
For example, "FOO.JOIN.NWSE". You can specify the name of
the action with this tag. Note that all actions have one frame when
generated from isogen.
<WallOverlay>
<FloorOverlay>
The overlays add images on
top of the basic floor and wall texture. They can produce many effects
- some ideas are below. You can add any number of overlays. With overlays,
remember that true black will be interpreted as transparent.
name="filename.bmp"
Specify the file name of
the overlay. The simplest overlay is very useful, and puts an image
on your wall or floor.

alpha="1.0"
Apply an alpha value to
the image. 1.0 is opaque and 0.0 is fully transparent. Values in the
middle blend the image on the layers below. If a 32 bit texture is
used, then the alpha parameter is applied as well as the alpha of
each pixel in the texture.
The image on the left has
alpha=1.0, or the right, alpha=0.4

emit="false"
If set to true, the overlay
emits light. This can be used for glow or neon effects. There is a
very subtle "torchlight" effect is the dungeon.xml example
shipped with isogen.
A simple glow effect using
the mystical glyph of the wizard "M".

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