Hello, as I already mentioned recently, I'm working on new version (v1.4) of Dune2000 Map and Mission Editor. Right now I have two most important new features complete: built-in tile attribute editor, and newly: Smooth Spice rendering! No longer ugly blocky spice, but now it looks exactly like how it is drawn in game. It's so fun and satisfying to place spice on a map and see how the tiles prettily connect to each other!
I still have a couple of minor improvement ideas to implement: just stay tuned, I'm going to publish a pre-release version soon. Feel free to give me any more ideas for features, bug fixes and improvements if you have any.
As you may notice, my primary aim for new features in v1.4 is easier custom tileset creation. So while implementing smooth spice rendering feature, I also did some new research about some special tiles and how the game handles them. By special tiles I mean those tiles, which the game uses internally during gameplay to alter the map based on player's actions (building, harvesting spice etc). These tiles are used to draw for example concrete, basement of buildings, thin spice and thick spice, and most importantly, the tiles which game will draw on a place where spice has been harvested, or where building or concrete was removed/destroyed. This information may be very useful and valuable for custom tileset creators, and this also influences the limitations of custom tilesets.
For my research, I used a modified version of tileset BLOXBGBS. I wrote numbers on some special tiles, and those numbers would show in-game so that I can better see which exact tiles the game uses. I marked some tiles with red color, which means, those tiles would never be used by game. Here it is:
The most important is, that you can safely replace the red-marked tiles by whatever custom tiles you want, without breaking the game. Only 8 sand tiles (marked 1,2,3,4,6,7,8,9) are drawn by game on tiles where you harvest spice, and only 8 rock tiles (marked 1-8) are drawn by game on tiles where you destroy/remove a building or concrete. The 3x3 building basement is not used by any building. Only three tiles are used to draw concrete in game (marked 1,2,3) and the others (4,5,6) are unused. And the very first two full-spice tiles are not used as well, and finally, tile 795 either. Which, in result, gives you 33 extra tiles you can use, and which you previously mostly left intact to be safe and not break the game.
Here you can see some in-game screens to see how it works:
Only 3 different tiles are used for concrete.
Only 8 different rock tiles are used on place where you destroy concrete or remove a building.
Only 8 different spice tiles are used on place where you harvest spice.
And the last, most interesting finding: The game draws thick spice in the same exact pattern always in all maps. The pattern is 8x8 tiles and repeats.
I hope you found this information interesting and useful. Happy modding!