HowToUseTiledToCreateStendhalMaps2: Difference between revisions
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This additional tutorial extends Miguel's tutorial, since it is a bit outdated and contains things that has been changed... I will mainly focus on the changes made to the map format, and a few techniques aswell.<br>
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So the central point of that area has a simple name like dungeon, city, castle or whatever.
And around it we build the whole map using n,e,w and s keywords to denote cardinal positions.
So for example
0_semos_city is the central point of this area.
0_semos_forest_nw is the forest of semos that is on the north west position of semos central point.
0_semos_forest_n2_w is the forest of semos above the previous forest.
=Layers=
==0_floor==
The bottom of it all. This layer is used to draw different kinds of land, like sand, grass, water or anything else of that kind. Make sure you draw one "full tile" (a "full tile" is a tile that dosnt have any transparent pixels in it) on every tile in this layer (even if it's just a black tile) othervise if nothing else is drawn here, the play field wont update after you walk near it, making a blur effect, until that spot comes out of the screen.
==1_terrain==
The "mix" layer. This layer is mainly used to bind grass, sand, water or ony other terrain togheter, making the different terrains blend togheter. This layer is also used to give the map a "personality"... If you open the orril_forest map there is a place on that map you find a portal (position 60,90). Near that portal you have statues surrounding it. Now on those statues you see vines growing on them, those statues is placed in the mix layer while the vines is actually placed in next layer, creating the feeling of that the statues is very old, and have been standing there for ages.
==2_objects==
This layer is mainly intended for placing bushes, flowers tree bases and other small things that might exist in the world.This layer can actually be used just like the 1_terrain layer thou, for mixing small objects into the world. My main rule for using the 1_terrain layer and the 2_object layer is that: "it should look correct", and thats all you have to think of aswell.<br>
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==3_roof==
Anything you place in this layer will be drawn "above" the player, making an effect of walking behind it (comonly used for the tree tops).
==4_roof_add== Just like the 3_roof layer you walk behind this, however this is also drawn above the 3_roof layer, so you can draw small enteties and gadgets on houses your supose to be able to walk behind (take a look on how our tower in the nalwor_city map is done).
==Objects==
This layer is a bit more advanced then the other layers. So I take it ferther down.
==Navigation==
This was intended to be used for monster navigations, I sugest that you check the other maps on how they should be placed... just leave them othervise and we will add them... miguel was talking about that we probably aint using this layer right now thou... since we are experimenting with monster pathfinding alot.
'''NOTE''': Don't use this layer, just keep it empty.
==Collision==
Probably the most important layer of all. This layer tells where you can move or not in the map, just place the red tiles in the collision tileset wherever you don't want players to be able to walk, make sure no other tiles is placed here, cause they will work as collision tiles aswell.
==Protection==
This layer is used to create protection zones, ie non pvp (player versus player) zones, use the green tile in the collision tileset to place these zones.
=Objects revisited=
▲Ok back to the objects layer. This layer is used to place monsters, food and portals.<br>
In the objects tileset you have alot of black and white monsters, all the tile id's of these are used in the creatures.xml file to describe what monster should be placed there. Just place a few monsters from this tileset in the object layer, and they will be there ingame later when server, update.
▲In the objects tileset you have alot of black and white monsters, all the tile id's of these are used in the creatures.xml file to describe what monster should be placed there. Just place a few monsters from this tileset in the object layer, and they will be there ingame later when server, update.<br>
On the last tile of the object tileset, you have a tile that says food. This is food for the sheeps you can place on the bushes (or on any other place actually... but don't confuse the players!... or our poor sheeps :P ).
▲On the last tile of the object tileset, you have a tile that says food. This is food for the sheeps you can place on the bushes (or on any other place actually... but don't confuse the players!... or our poor sheeps :P ).<br>
The last thing that is important in this layer is the portals.
If you want to create a portal leading to a specific interior house or something alike, you need to edit the java files for the different maps ( src\games\stendhal\server\maps\semos.java for the semos map)
'''TODO''': Explain how to add portals using Pyhton config
▲If you want to create a portal leading to a specific interior house or something alike, you need to edit the java files for the different maps ( src\games\stendhal\server\maps\semos.java for the semos map) I don't know the exact process, since im no java master... but I can make small changes to it... usually I tell miguel to fix it thou, and thats what I sugest you to do aswell.<br>
=Animations=
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If you have any unanswered questions after this, please join our IRC channel irc.freenode.net #arianne, and I will answer them with the best of my abileties.
▲Anders Asplund aka [[User:Danter | Danter]] @ irc.freenode.net #arianne<br>
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