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{{Navigation for Stendhal Top|Contributing}}
{{Navigation for Stendhal Contributors}}
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= How to Use Tiled =
Tiled is a tile editor that supports layers and different tilesets. We use the official Java (not Qt) version from Mapeditor, and prefer version [http://sourceforge.net/projects/tiled/files/Tiled/0.6.1/tiled-0.6.1-bin.zip/download 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&
= How to create a Map =
To start Tiled double click on the
java -jar tiled.jar
[[Image:Tiled1.png]]
First you need to load the
Click on
[[Image:Tiled2.png]]
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]]
Then click on
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.
[[Image:Tiled3.png]]
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.'''
[[Image:Tiled3b.png]]
Don't change the layer names from:
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etc etc seen on the template file.
Now save this map as
[[Image:Tiled5.png]]
==Tilesets==
The map
[[Image:Tiled6.png]]
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[[Image:Tiled7.png]]
Any image not in ''tileset/'' shouldn't be used. If you want to you can fill in a
[[Image:Tiled8.png]]
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= Editing the map =
Choose the
Our village is going to be a rich one, so let's look for a nice ground tile for it.
Click on
[[Image:Tiled9.png]]
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/daisy_white.png''.
Make sure you choose
Dot some bushes and flowers around
[[Image:Tiled10.png]]
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
[[Image:Tiled11.png]]
Now let's add houses and a tree to our village. As you can see adding elements isn't hard, you simply must flip between layers.
And now for the tree. Trees are a bit more complex than houses because they are split over two layers: 1 and 2.
First we add ''tileset/plant/tree/spruce.png'', and then draw the lower part of it to the ''1_terrain'' layer.
[[Image:Tiled12.png]]
Now switch to the roof layer. The roof layer is for objects that are drawn on top of players and creatures in the game.
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Draw the upper part of the tree on roof layer.
[[Image:Tiled13.png]]
Let's practice this. Let's add another tree.
[[Image:Tiled14.png]]
Remember how to deal with two layers? Make sure the top of the tree is on the roof layer.
[[Image:Tiled15.png]]
A village would not be much of a village without houses. Let's draw one. Start with the wall.
[[Image:Tiled16.png]]
The wall was drawn on terrain this time, so we can add some decorations to 2_object to make it a bit more interesting.
[[Image:Tiled17.png]]
The roof can be drawn on 3_roof, so that a player walking behind the house will be covered by it.
For our map we also add the top of the door there, as the window borders already used the space in 2_object.
[[Image:Tiled18.png]]
The front of the blue roof does not have a border like the rest of it. Also we have another problem:
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So we draw the missing border to 4_roof_add, and move the skull there too.
[[Image:Tiled19.png]]
Still there? Good, now let's add lots of details to make a good map!
[[Image:Tiled20.png]]
Complete the map yourself :)
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* Protection (to define non pvp areas)
The collision layer determines what is passable and what is not.
You need to add the new tileset ''tileset/logic/collision.png'' and in then choose the red square. To define what cannot be travelled over draw a red square in the Collision layer on each non passable tile. It is helpful to drag the opacity of this collision layer to about 30%.
[[Image:Tiled21.png]]
[[Image:Tiled22.png]]
Once you have completed this we have to add objects that are real entities in the Stendhal server. Things like NPCs, some portals, creatures and so on ... Notice what layer we are working on. To add monsters, select them from ''tileset/logic/creature/'' in the ''objects'' layer.
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We'll add some sheep, sheep food, and a couple of chickens.
[[Image:Tiled23.png]]
We want to make the whole area protected, to we add the tileset ''tileset/logic/protection.png'' and fill on the ''protection'' layer
[[Image:Tiled24.png]]
And you are done! :)
Now, go build your own maps.
Please note that, if during your work you find that some important tiles are missing please create the tile and send it to us so that everyone get it and can see your tile.
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Add the zone to data/conf/zones.xml as explained in [[HowToAddMapsServerStendhal | How to add new maps to server]]
Finally if you want to fine tunning the map by adding NPC, or something else, just create a new file name
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= Trouble shooting =
* If you are submitting this for inclusion in the game, please edit the path for the tilesets so it is correct. usually
* Tiled will only resize visible layers. If you want to resize a map, make sure all layers are visible (the tick box 'Show' is selected) before you resize. But don't worry, if you forget to do this, you can open the .tmx file in a text editor and manually change the sizes of the layers which have been missed out.
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[[User:Danter | Danter ]] Has made an extended tutorial, that focuses on changes made to the stendhal map format and a few techniques he uses, check that out aswell:
[[HowToUseTiledToCreateStendhalMaps2 |How To Use Tiled To Create Stendhal Maps: Continued]]
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