HowToUseTiledToCreateStendhalMaps: Difference between revisions
Jump to navigation
Jump to search
Content deleted Content added
imported>AntumDeluge No edit summary |
imported>AntumDeluge Removed animating tiles section as it is discussed in part two of tutorial. |
||
| Line 255: | Line 255: | ||
Finally if you want to fine tunning the map by adding NPC, or something else, just create a new file name <b>base name of your map</b>.java <i>( in our example that is your area )</i> and edit it. See other files on the same folder to know how to do it, and more explanation in [[HowToAddMapsServerStendhal | How to add new maps to server]]<br> |
Finally if you want to fine tunning the map by adding NPC, or something else, just create a new file name <b>base name of your map</b>.java <i>( in our example that is your area )</i> and edit it. See other files on the same folder to know how to do it, and more explanation in [[HowToAddMapsServerStendhal | How to add new maps to server]]<br> |
||
<br> |
<br> |
||
= Animating tiles = |
|||
'''''<span style="color:red">FIXME!!! This section is incomplete.</span>''''' |
|||
* Open the file ''tiled/tileset/animation.seq'' in a text editor. |
|||
* On a new line specify which tileset you want to use. |
|||
<blockquote><tt>tileset/furniture/light/sparkle.png</tt></blockquote> |
|||
* The next value, either the number of the first tile to be used or an asterix (*), determines (fixme). Tiles are numbered from left to right starting at zero and continue on each row. |
|||
<blockquote><tt>tileset/furniture/light/sparkle.png *</tt></blockquote> |
|||
* Now list the sequence of tiles to be used separated by a colon. |
|||
<blockquote><tt>tileset/furniture/light/sparkle.png * 0:1</tt></blockquote> |
|||
* Each tile that needs to be animated should be on a separate row. |
|||
= Trouble shooting = |
= Trouble shooting = |
||