HowToUseTiledToCreateStendhalMaps: Difference between revisions
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{{Navigation for Stendhal Top|Contributing}}
{{Navigation for Stendhal Contributors}}
= How to Use Tiled =
Tiled is a tile editor that supports layers and different tilesets.
If you don't have the map files from Stendhal already, please follow these instructions to setup a development environment with the latest source code and map files: [[Stendhal on Eclipse]]
= How to create a Map =▼
{{TODO|update these screenshots to the most recent version of Tiled}}
Before you create a new map, I suggest, that you open some existing maps and look around how they are built. And there are many places in Stendhal already, that could use some improvements or additions.
[[Image:Tiled1.png]] <br><small>Figure 1: The Tiled map editor</small><br>
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These five layers are the ones that host the game graphics:
* 0_floor
* 0_floor_parallax ''(optional alternate floor layer for clients that support parallax backgrounds)''
* 1_terrain
* 2_objects
* 3_roof
* 4_roof_add ''(optional layer)''
The ''logic'' layers
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Now let's add houses and a tree to our village. As you can see adding elements isn't hard, you simply must flip between layers.
And now for the tree. Trees are a bit more complex than houses because they are split over two layers: 1 and 2. <br>Make sure that the <b>upper part</b> of the tree is <b>always</b> on either <b>
First we add ''tileset/plant/tree/spruce.png'', and then draw the lower part of it to the ''1_terrain'' layer.
Now switch to the roof layer. The roof layer is for objects that are drawn on top of players and creatures in the game.
Draw the upper part of the tree on roof layer.
Let's practice this. Let's add another tree.
Remember how to deal with two layers? Make sure the top of the tree is on the roof layer.
[[Image:Tiled15.png]] <br><small>Figure 13: The Top of our second tree</small><br>
A village would not be much of a village without houses. Let's draw one. Start with the wall.
[[Image:Tiled16.png]] <br><small>Figure 14: The start of a house - a wall</small><br>
The wall was drawn on terrain this time, so we can add some decorations to 2_object to make it a bit more interesting.
[[Image:Tiled17.png]] <br><small>Figure 15: Wall decorations added</small><br>
The roof can be drawn on 3_roof, so that a player walking behind the house will be covered by it.
For our map we also add the top of the door there, as the window borders already used the space in 2_object.
[[Image:Tiled18.png]] <br><small>Figure 16: House with a roof</small><br>
The front of the blue roof does not have a border like the rest of it. Also we have another problem:
the longhorn skull got partially covered by the door top. Fortunately there is one more map layer remaining.
So we draw the missing border to 4_roof_add, and move the skull there too.
[[Image:Tiled19.png]] <br><small>Figure 17: Finished house</small><br>
Still there? Good, now let's add lots of details to make a good map!
Complete the map yourself :)
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* Objects (Entities, active game objects, this includes portals, signs, NPCs etc)
* Collision
* Protection (to define non pvp areas)
The collision layer determines what is passable and what is not.<br>
Once you have completed this we have to add objects that are real entities in the Stendhal server. Things like NPCs, Portals, Creatures, zone change points, and so on ... Notice what layer we are working on. The active objects can be found in the Objects Tileset in the tile pallet. If you want to add monsters, add them from the Objects Tileset NOT the monsters one. The monsters one is not used yet.▼
▲Once you have completed this we have to add objects that are real entities in the Stendhal server. Things like NPCs,
▲http://arianne.sourceforge.net/wiki_images/tiled_37.jpg <br><small>Figure 24: The completed collision map</small><br>
We want to make the whole area protected, to we add the tileset ''tileset/logic/protection.png'' and fill on the ''protection'' layer
[[Image:Tiled24.png]] <br><small>Figure 22: The finished map with the protection layer.</small><br>
And you are done! :)
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Please note that, if during your work you find that some important tiles are missing please create the tile and send it to us so that everyone get it and can see your tile.
==Some suggestions when making interiors maps==
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* When you put the portals in for new levels, interiors need only the plain white tile saying 'Portal' (even if you are going upstairs). This is because all interior portals are coded by hand so they need the plain white one, not an arrow pointing up or down.
* To help you understand and to have similar approach, take a look on similar dungeons, outside houses or interiors
= Parallax Background Support =
A parallax background is an image that scrolls at a different rate relative to normal map layers. It is drawn under map layers and visible where tile image data is not used (fully transparent through all layers). The image can be specified in a zone's XML config using the attribute name "parallax" (example: {{StendhalFile|9c0315793a16907c83d3e0dce761e8e6a66ae115|data/conf/zones/kikareukin.xml#L58|6_kikareukin_islands}}). The value should be a path relative the ''data/maps/parallax'' directory. For example, the value "semos_surrounds" would tell the client to use the image ''data/maps/parallax/semos_surrounds.png''.
However, when adding parallax backgrounds to maps, there are some things to consider for maintaining backward compatibility with the classic Java client. Transparent areas in a map will simply be black in the Java client. So, unless specifically desired, map data should not contain fully transparent areas. But there are two methods that can be used to instruct supporting clients on where to draw transparency on the map:
# You can specify tilesets to be ignored by the client when building map data. Use the attribute "parallax_ignore_tiles" in the zone's XML config. An example of how to do so can be found in the configuration of {{StendhalFile|9c0315793a16907c83d3e0dce761e8e6a66ae115|data/conf/zones/kikareukin.xml#L18|7_kikareukin_clouds}}. Multiple tilesets can be defined using a comma-delimited value (example: image1,image2,...).
# An additional layer named "0_floor_parallax" can be added the TMX map file. The layer should be identical to "0_floor" excluding the portions that should be transparent. An example of how this is done can be found in map of {{StendhalFile|9c0315793a16907c83d3e0dce761e8e6a66ae115|data/maps/Level%206/kikareukin/islands.tmx|6_kikareukin_islands}} ([https://www.mapeditor.org/ Tiled Map Editor] needed to view).
= How to use the map in Stendhal =
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