HowToUseTiledToCreateStendhalMaps2: Difference between revisions
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imported>MiguelAngelBlanchLardin No edit summary |
imported>MiguelAngelBlanchLardin |
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Ok, map is done, ready to comitt... but there is still one more thing we need to do to have some movement in the world... Animations.<br> |
Ok, map is done, ready to comitt... but there is still one more thing we need to do to have some movement in the world... Animations.<br> |
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Animations is a bit troblesome to do right now. If you look in the bottom of the src\games\stendhal\client\TileRenderer.java file you have a rather long list, this is a list of tiles that should be animated, and what order it should be animated in. Im gona take the Double white daisy as example (the white flower having two flowers on one tile) |
Animations is a bit troblesome to do right now. If you look in the bottom of the src\games\stendhal\client\TileRenderer.java file you have a rather long list, this is a list of tiles that should be animated, and what order it should be animated in. Im gona take the Double white daisy as example (the white flower having two flowers on one tile) |
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Now the double daisy has 4 animation tiles in the outside_0 tileset, what we do is count to these tile positions from the start in the tileset to the tile we want, starting in the upper left corner, going towards right, then jump to the next row in the tileset, until we encounter the tile we want (math is a good friend here....) then we write that tileid down at the first place (outside the {} parantheses). This will tell that this tile will have an animation, that goes in the order described inside the {} parantheses. Repeat this process for all the tiles you want animated, and they will be animated ingame later when server resets. If the lines for the tiles you want animated already exist, you don't need to bother about animations thou, cause those tiles will already be animated.<br> |
Now the double daisy has 4 animation tiles in the outside_0 tileset, what we do is count to these tile positions from the start in the tileset to the tile we want, starting in the upper left corner, going towards right, then jump to the next row in the tileset, until we encounter the tile we want (math is a good friend here....) then we write that tileid down at the first place (outside the {} parantheses). This will tell that this tile will have an animation, that goes in the order described inside the {} parantheses. Repeat this process for all the tiles you want animated, and they will be animated ingame later when server resets. If the lines for the tiles you want animated already exist, you don't need to bother about animations thou, cause those tiles will already be animated.<br> |
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