HowToUseTiledToCreateStendhalMaps: Difference between revisions
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imported>Kiheru →Editing the map: Added drawing a house |
imported>AntumDeluge →Parallax Background Support: how to specify multiple tilesets to ignore |
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{{Navigation for Stendhal Top}} |
{{Navigation for Stendhal Top|Contributing}} |
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{{Navigation for Stendhal Contributors}} |
{{Navigation for Stendhal Contributors}} |
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= How to Use Tiled = |
= How to Use Tiled = |
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Tiled is a tile editor that supports layers and different tilesets. |
Tiled is a tile editor that supports layers and different tilesets. You can download the latest version at http://www.mapeditor.org/. |
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You can download our Stendhal's map tiles [http://downloads.sourceforge.net/arianne/stendhal_mapeditor-2.00.zip?modtime=1177281124&big_mirror=0&filesize=5113162 here], and you will need to update these tiles by double clicking the ''update.bat'' - be patient - it really takes some time to run! |
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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]] |
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{{TODO|update these screenshots to the most recent version of Tiled}} |
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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. |
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To start Tiled double click on the <b>tiled.jar</b> file or use the following command line: |
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java -jar tiled.jar |
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[[Image:Tiled1.png]] <br><small>Figure 1: The Tiled map editor</small><br> |
[[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: |
These five layers are the ones that host the game graphics: |
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* 0_floor |
* 0_floor |
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* 0_floor_parallax ''(optional alternate floor layer for clients that support parallax backgrounds)'' |
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* 1_terrain |
* 1_terrain |
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* 2_objects |
* 2_objects |
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* 3_roof |
* 3_roof |
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* 4_roof_add ''optional layer'' |
* 4_roof_add ''(optional layer)'' |
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The ''logic'' layers |
The ''logic'' layers |
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Still there? Good, now let's add lots of details to make a good map! |
Still there? Good, now let's add lots of details to make a good map! |
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[[Image:Tiled20.png]] <br><small>Figure 18: The map with more details</small><br> |
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Complete the map yourself :) |
Complete the map yourself :) |
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* Objects (Entities, active game objects, this includes portals, signs, NPCs etc) |
* Objects (Entities, active game objects, this includes portals, signs, NPCs etc) |
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* Collision |
* Collision |
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* Protection (to define non pvp areas) |
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The collision layer determines what is passable and what is not.<br> |
The collision layer determines what is passable and what is not.<br> |
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You need to add the new tileset ''tileset/logic/collision.png'' and in then choose the red square. To define what cannot be travelled over draw a red square in the Collision layer on each non passable tile. It is helpful to drag the opacity of this collision layer to about 30%. |
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[[Image:Tiled21.png]] <br><small>Figure 19: Collision Tile selected and we have marked the house</small><br> |
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| ⚫ | Once you have completed this we have to add objects that are real entities in the Stendhal server. Things like NPCs, |
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We'll add some sheep, sheep food, and a couple of chickens. |
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[[Image:Tiled23.png]] <br><small>Figure 21: The active objects have been added and can been seen in white</small><br> |
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We want to make the whole area protected, to we add the tileset ''tileset/logic/protection.png'' and fill on the ''protection'' layer |
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Note: zone changes go on the border of the map. |
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[[Image:Tiled24.png]] <br><small>Figure 22: The finished map with the protection layer.</small><br> |
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http://arianne.sourceforge.net/wiki_images/tiled_39.jpg <br><small>Figure 26: The completed graveyard and bar with collision and objects</small><br> |
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And you are done! :) |
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. |
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. |
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Note also that you don't generally need to use the protection layer or navigation layers. Protection's for semos city say - where PVP is forbidden. The navigation layer is not used in stendhal. |
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==Some suggestions when making interiors maps== |
==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. |
* 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. |
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* To help you understand and to have similar approach, take a look on similar dungeons, outside houses or interiors |
* To help you understand and to have similar approach, take a look on similar dungeons, outside houses or interiors |
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= Parallax Background Support = |
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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''. |
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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: |
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# 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,...). |
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# 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). |
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= How to use the map in Stendhal = |
= How to use the map in Stendhal = |
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