HowToUseTiledToCreateStendhalMaps: Difference between revisions
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imported>Kymara →Layers: made exactly the same as we use. and big important things written in |
imported>Kymara →Editing the map: more big important things |
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= Editing the map =
Choose the <i>
Our village is going to be a rich one, so let's look for a nice ground tile for it.<br>
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Ok, but the map still looks too simple.
So now let's add some details to the terrain layer (walls and so on).
Make sure you choose <i>
We are going to make a small cemetery.
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http://arianne.sourceforge.net/wiki_images/tiled_17.jpg <br><small>Figure 11: Adding flowers</small><br>
We change to the
http://arianne.sourceforge.net/wiki_images/tiled_18.jpg <br><small>Figure 12: Adding tomb objects</small><br>
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http://arianne.sourceforge.net/wiki_images/tiled_24.jpg <br><small>Figure 16: More details to break up the large areas of the same tile</small><br>
And now for the tree. Trees are a bit more complex than houses because they are split over two layers: 1 and 2. <br>Make sure that the <b>upper part</b> of the tree is on <b>layer 2 always</b>. This will mean it is drawn over player when they stand 'behind' it.
http://arianne.sourceforge.net/wiki_images/tiled_25.jpg <br><small>Figure 17: The foot of the tree on the floor layer</small><br>
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http://arianne.sourceforge.net/wiki_images/tiled_36.jpg <br><small>Figure 23: Collision Tile selected and we have marked on of the walls</small><br>
Once you have completed this we have to add objects that are real entities in the Stendhal server. Things like NPCs, Portals, Creatures, zone change points, and so on ... Notice what layer we are working on. The active objects can be found in the Objects Tileset in the tile pallet. If you want to add monsters, add them from the Objects Tileset NOT the monsters one. The monsters one is not used yet.
http://arianne.sourceforge.net/wiki_images/tiled_37.jpg <br><small>Figure 24: The completed collision map</small><br>
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