HowToUseTiledToCreateStendhalMaps: Difference between revisions
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= How to Use Tiled =
Tiled is a tile editor that supports layers and different tilesets. We use the official version from [http://mapeditor.org mapeditor.org], and prefer version 0.6.1. Download the zip and extract it.
You can download our Stendhal's map tiles [http://downloads.sourceforge.net/arianne/stendhal_mapeditor-2.00.zip?modtime=1177281124&big_mirror=0&filesize=5113162
= How to create a Map =
To start Tiled double click on the <b>tiled.jar</b> file or use the following command line:
java -jar tiled.jar
First you need to load the <b>template.tmx</b> map file and resize the map to the desired size.<br>
Click on <i>File</i> and now choose <i>Open</i>, find where you extracted the stendhal_mapeditor-2.00.zip find <b>template.tmx</b> and click <i>Open</i>
We are going to work on a 64x64 (64 tiles by 64 tiles) map. '''First make sure all layers are visible, before you resize.''' Do this using the 'Show' tick boxes in the dialog at the side panel
[[Image:Tiled3a.png]] <small>Figure 3: Layers view</small><br>
Then click on <i>Map</i> and choose <i>Resize</i>.
Note, a 64x64 map is not big (it will take a player around 40 seconds to move from one end to the other) but it is big enough for our example.
As you see in the resize dialog you can resize the map and even position the current map at any point in the new map size. Hence you can always resize your map later. '''Make sure all layers are visible before you resize any map.'''
Don't change the layer names from:
* protection
* collision
* objects
* 4_roof_add
* 3_roof
* 2_object
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* 0_floor
etc etc seen on the template file.
Now save this map as <b>Level 0/semos/small_village.tmx</b> by clicking on <i>File</i> and choosing <i>Save as...</i>.<br>Note: You need to type the complete name with the extension <b>.tmx</b>.
==Tilesets==
The map <b>template.tmx</b> doesn't come with any tilesets preloaded. To load a tileset, click on <i>Tilesets</i> and choose <i>New Tileset ...</i>. Now tick the box next to <i>Reference tileset image ...</i> and Click on the <i>Browse</i> button. This lets you choose your tileset image. They are all located in the tiled/tileset/ folder.
[[Image:Tiled6.png]]
Finding what you want should be easy as the tilesets are split into folders depending on what they are used for:
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:*cloud
We are going to need grass, so we go to ''tileset/ground'' and select ground.png
Any image not in tiled/tileset/ shouldn't be used. If you want to you can fill in a <i>Tileset name</i> to help you find it later, or just leave it Untitled. You can leave everything else as it is. Then click 'Ok' and your tileset is ready to use!▼
[[Image:Tiled7.png]]
Click on the square in the bottom left corner of the Tiled application to bring up the palette chooser. There's more on this later, so read on ...▼
▲Any image not in
[[Image:Tiled8.png]]
▲Click on the square in the bottom left corner of the Tiled application to bring up the palette chooser. There's more on this later, so read on ...
==Layers==
* 0_floor
* 1_terrain
* 2_objects
* 3_roof
* 4_roof_add ''optional layer''
*objects
*collision
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Our village is going to be a rich one, so let's look for a nice ground tile for it.<br>
Click on <i>Fill</i> and fill the floor with your chosen tile.
Ok, but the map still looks too simple.
So now let's add some details to the terrain layer (flowers, and bushes). We need to load those tiles, so repeat the steps to load ground tiles, but look for ''tileset/plant/bush/bushes.png'' and ''tileset/plant/flower/dasiy_white.png''.
Make sure you choose <i>1_terrain</i> layer. <br>Then in the <b>bottom left hand corner</b> you will see a small square with a tile in it. Click this and a <b>tile selecter dialog</b> will open. On the right you will see the available Tilesets for Stendhal and on the left all the tiles. Tip: if you drag the pallet out and make it bigger you can eventually get all the like tiles to align (so for example the tiles that make up a tree will all be together) and it will make your life a lot easier!<br>
Dot some bushes and flowers around
We need a path, so we add ''tileset/ground/green_paving_3.png'' to our palette, and draw one on the ''1_terrain'' later.
We change to the <i>2_object</i> layer now (or terrain is ok too) to add tombs to the graveyard.
Now let's add
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.
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Remember how to deal with two layers? Make sure the top of the tree is on the roof layer.
Still there? Good, now let's add lots of details to make a good map!
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