HowToUseTiledToCreateStendhalMaps2: Difference between revisions
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imported>Kymara updates, formatting. |
imported>AntumDeluge →Animations: note about outdated info |
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=Objects revisited= |
=Objects revisited= |
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Ok, back to the objects layer. This layer is used to place monsters, food growers and portals. Only tiles from |
Ok, back to the objects layer. This layer is used to place monsters, food growers and portals. Only tiles from data/maps/tileset/logic/ can be used here. |
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In the '' |
In the ''data/maps/logic/creatures'' folder you have a lot of tiles with small images of the monsters on. They are grouped according to monster type e.g. elf.png. Just place a few monsters from this tileset in the object layer, and they will be there in game later when the server updates. If you place a very big creature like the balrog then make sure it has plenty of space to spawn because even though the tile is only 1x1 the balrog takes up a lot more space! |
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In the '' |
In the ''data/maps/tileset/logic/item'' folder are vegetables, resources like wood, and the sheepfood. The sheepfood is for the berries you can place on the bushes (or on any other place actually... but don't confuse the players!... or our poor sheep :P ). |
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The last thing that is important in this layer is the portals, at '' |
The last thing that is important in this layer is the portals, at ''data/maps/tileset/logic/portal.png'' |
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Most of the portals need to be coded using xml to set the source destination. (see) The exceptions are : |
Most of the portals need to be coded using xml to set the source destination. (see) The exceptions are : |
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* the portal that has a brown door, used to create "standard house" entrances. |
* the portal that has a brown door, used to create "standard house" entrances. |
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: If you place it on the map a new interior will be created, which is entered where you placed the portal. It has the standard interior from tiled/interiors/abstract/house_000.tmx |
: If you place it on the map a new interior will be created, which is entered where you placed the portal. It has the standard interior from tiled/interiors/abstract/house_000.tmx |
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* the |
* the portals with stairs on, used to go up or down in the "world layers" (check world.tmx file). ''Do not use on interiors!'' It is easiest to explain by example: |
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*: You place one pointing 'down' at coordinates 45, 50 on a Level 0 layer with global coordinates x=499872 y=500000. |
*: You place one pointing 'down' at coordinates 45, 50 on a Level 0 layer with global coordinates x=499872 y=500000. |
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*: Then if you place one pointing 'up' at coordinates 45, 50 on a Level -1 layer with global coordinates x=499872 y=500000, the stairway will be created to go in both directions. |
*: Then if you place one pointing 'up' at coordinates 45, 50 on a Level -1 layer with global coordinates x=499872 y=500000, the stairway will be created to go in both directions. |
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=Animations= |
=Animations= |
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'''''NOTE:''' the web client does not yet support tile animations'' |
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Most tiles we use in stendhal now which should be animated, are animated already. For example the white daisy, the flames, etc. We document here how it's done.<br> |
Most tiles we use in stendhal now which should be animated, are animated already. For example the white daisy, the flames, etc. We document here how it's done.<br> |
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'''''NOTE:''' The following is outdated. Animations are now configured in {{StendhalFile|master|data/maps/tileset/animation.json|data/maps/animation.json}}. See {{StendhalFile|master|data/maps/tileset/README.animation.txt|README.animation.txt}}. |
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<br> |
<br> |
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The animations are configured in a file at tiled/tileset/animation.seq. Lets look at a simple example, the flames. |
The animations are configured in a file at tiled/tileset/animation.seq. Lets look at a simple example, the flames. |
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