HowToUseTiledToCreateStendhalMaps2: Difference between revisions
Content deleted Content added
imported>Kymara →Animations: updated |
imported>Kymara hugely updated. removed first person p.o.v |
||
Line 1:
This tutorial covers zone naming conventions, and what should go on each layer. It has a separate section on the onbjects and portals layer since these are complicated. Finally we explain how to do animations.<br>
Start by opening template.tmx file. Make sure all Layers are selected to be visible, then resize it to the size you want
▲Start by opening template.tmx file, resize it to the size you want, then save it with the new map name, in the directory it's supose to be in (level 0 - level -7 and semos, nalwor. orril etc... depending on wich it is closest to). Just save it in one of those folders, and it should be ready to edit. Also please read [[HowToUseTiledToCreateStendhalMaps2#Zone_naming|zone naming]] before naming the zone. <br>
Best zone size is '''128x128'''.
We may accept 256x128 on some specials cases ( infrequently visited areas ), but we will force you to split it in smaller zones if it is any bigger ''( it is really easy to split the zone anyway )''. The template.tmx file has all the layers
Now when you have your clean map, it's just to start drawing... some things you need to know is about the changed layers we have, im going to start from the bottom and move up.<br>▼
=Zone naming=
Zones are split based on its level:
* Level 6
* Level 5
* Level 4
* Level 3
* Level 2
* Level 1
* Level 0
* Level -1
Line 23 ⟶ 25:
* Interiors
Zones have a name that denotes their
Every relevant geographical location has its unique name like:
* Orril
Line 41 ⟶ 43:
=Layers=
▲Now when you have your clean map,
==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
==1_terrain==
The "mix" layer. This layer is mainly used to bind grass, sand, water or ony other terrain
==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
<br>
==3_roof==
Anything you place in this layer will be drawn "above" the player, making an effect of walking behind it (
==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
==Objects==
This layer is a bit more advanced then the other layers. So
==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
==Protection==
This layer is used to create protection zones, ie non
=Objects revisited=
Ok, back to the objects layer. This layer is used to place monsters, food growers and portals. Only tiles from tiled/tileset/logic/ can be used here.
In the tiled/tileset/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!
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 ).▼
▲
The last thing that is important in this layer is the portals.▼
▲The last thing that is important in this layer is the portals, at tiled/tileset/logic/portal.png
Most of the portals need to be coded using xml to set the source destination. (see) The exceptions are :
* the portal that has a brown door, used to create "standard house" entrances.
: 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
* the two 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:
*: You place one pointing 'down' at coordinates 45, 50 on a Level 0 layer with global coordinates x=499872 y=500000.
*: 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.
*: If you don't match the local coordinates 45, 50, it won't work. If you don't match the global coordinates, x y, then it won't work. If you try skipping a layer and making it from Level 0 to level -2, say, it won't work. If you only put in one half of the up down pair, it won't work.
*: For the mental wellness of your players, add an image of some stairs on the 1_terrain or 2_objects layer.
*:For a much harder example look at the -2_orril_dwarf_mine stairs going down from the green dragon cave to the -3_orril_dwarf_blacksmith. If you understand that, you're truly a master of the stairs.
* The plain white portal square can be used as a marker for where you have created portals in xml (see below.) It will not do anything if you only use this, you need the xml too. And you do not have to use it, as the xml doesn't need it. It's just for your own memory that you might want it.
* The others like 'Entry' 'Zone Change' and the one with the stop sign aren't used. So, ignore them.
If you want to create a portal leading to a specific interior house, or stairs to go up and down levels inside an interior, or a fancy portal like key checking or one-way, you need to edit the xml files for the zones. This is explained at [[HowToAddMapsServerStendhal#Adding_Portals]].
=Animations=
Line 107 ⟶ 116:
In the white daisy example, notice the extra @3500 after the sequence order. This tells the (somewhat slow) speed that daisies are animated at. If you don't want to use the default speed, try adding a speed like this and do 'trial and error' till you achieve a realistic effect.
If you have any unanswered questions after this, please join our IRC channel irc.freenode.net #arianne, and we will answer them with the best of our abilities. Just ask your question and wait around for someone to answer. Don't ask to ask :)
----
| |||