编辑“︁
HowToUseTiledToCreateStendhalMaps
”︁(章节)
跳转到导航
跳转到搜索
警告:
您没有登录。如果您进行任何编辑,您的IP地址会公开展示。如果您
登录
或
创建账号
,您的编辑会以您的用户名署名,此外还有其他益处。
反垃圾检查。
不要
加入这个!
= How to create a new map = {{TODO|update these screenshots to the most recent version of Tiled}} Before you create a new map, I suggest, that you open some existing maps and look around how they are built. And there are many places in Stendhal already, that could use some improvements or additions. [[Image:Tiled1.png]] <br><small>Figure 1: The Tiled map editor</small><br> 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> [[Image:Tiled2.png]] <br><small>Figure 2: How to open the template map</small><br> 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. [[Image:Tiled3.png]] <br><small>Figure 4: The Map Menu</small><br> 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]] <br><small>Figure 4: The resize dialog</small><br> Don't change the layer names from: * protection * collision * objects * 4_roof_add * 3_roof * 2_object * 1_terrain * 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>. [[Image:Tiled5.png]] <br><small>Figure 6: Save As...</small><br> ==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: *building :*window :*column :*decoration :*door :*entrance :*fence :*roof :*stairs :*wall :*window *ground :*fire :*ice :*indoor :*ladder :*ridge :*rock :*water *item :*armor :*banner :*candle :*chemistry :*chest :*corpse :*drink :*food :*furniture ::*bathroom bed carpet chair clock crockery curtain light other picture shelve sink statue table :*gothic :*pot :*statue :*textile :*weapon *logic :*creature :*item *object ''(for larger items that don't belong anywhere else)'' *plant :*bush :*flower :*indoor :*stump :*tree *sky :*cloud We are going to need grass, so we go to ''tileset/ground'' and select ground.png [[Image:Tiled7.png]] Any image not in ''tileset/'' shouldn't be used. If you want to you can fill in a <i>Tileset name</i> to help you find it later. You can leave everything else as it is. Then click 'Ok' and your tileset is ready to use! [[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== The map layers must not be renamed and must all exist, apart from ''4_roof_add'' which is optional. However, any of the layers can be empty. These five layers are the ones that host the game graphics: * 0_floor * 1_terrain * 2_objects * 3_roof * 4_roof_add ''optional layer'' The ''logic'' layers *objects *collision *protection are special. The objects layer must ONLY contain tiles from objects tileset (like monsters and food) NOT other graphics. The collision tileset uses ONLY the red square in the collisions tileset and the proection layer uses the green square from the collision tileset. The draw order is: # 0_floor # 1_terrain # 2_objects # object and sprites like players, monsters, etc... sorted from lowest y, lowest x # 3_roof # 4_roof_add This basically means that any objects closer to the bottom of the screen, ie the foreground in our pseudo 3D world will be on top of other objects, and roof and roof add will be above everything. Ok, now let's edit.
摘要:
请注意,所有对gamedev的贡献均可能会被其他贡献者编辑、修改或删除。如果您不希望您的文字作品被随意编辑,请不要在此提交。
您同时也向我们承诺,您提交的内容为您自己所创作,或是复制自公共领域或类似自由来源(详情请见
Gamedev:著作权
)。
未经许可,请勿提交受著作权保护的作品!
取消
编辑帮助
(在新窗口中打开)
导航菜单
个人工具
未登录
讨论
贡献
创建账号
登录
命名空间
页面
讨论
不转换
不转换
简体
繁體
大陆简体
香港繁體
澳門繁體
大马简体
新加坡简体
臺灣正體
查看
阅读
编辑
查看历史
更多
搜索
导航
首页
最近更改
随机页面
MediaWiki帮助
工具
链入页面
相关更改
特殊页面
页面信息