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HowToUseTiledToCreateStendhalMaps
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= Editing the map = Choose the <i>0_floor</i> Layer. 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. [[Image:Tiled9.png]] <br><small>Figure 7: The ground on the floor layer</small><br> 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 <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 [[Image:Tiled10.png]] <br><small>Figure 8: Adding some plants</small><br> 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. [[Image:Tiled11.png]] <br><small>Figure 9: adding a path</small><br> 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. <br>Make sure that the <b>upper part</b> of the tree is <b>always</b> on either <b>3_roof or 4_roof_add</b>. This will mean it is drawn over player when they stand 'behind' it. First we add ''tileset/plant/tree/spruce.png'', and then draw the lower part of it to the ''1_terrain'' layer. [[Image:Tiled12.png]] <br><small>Figure 10: The foot of the tree on the terrain layer</small><br> Now switch to the roof layer. The roof layer is for objects that are drawn on top of players and creatures in the game. Draw the upper part of the tree on roof layer. [[Image:Tiled13.png]] <br><small>Figure 11: The upper part of the tree on the roof layer</small><br> Let's practice this. Let's add another tree. [[Image:Tiled14.png]] <br><small>Figure 12: The bottom of our second tree</small><br> Remember how to deal with two layers? Make sure the top of the tree is on the roof layer. [[Image:Tiled15.png]] <br><small>Figure 13: The Top of our second tree</small><br> A village would not be much of a village without houses. Let's draw one. Start with the wall. [[Image:Tiled16.png]] <br><small>Figure 14: The start of a house - a wall</small><br> 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]] <br><small>Figure 15: Wall decorations added</small><br> 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]] <br><small>Figure 16: House with a roof</small><br> The front of the blue roof does not have a border like the rest of it. Also we have another problem: the longhorn skull got partially covered by the door top. Fortunately there is one more map layer remaining. So we draw the missing border to 4_roof_add, and move the skull there too. [[Image:Tiled19.png]] <br><small>Figure 17: Finished house</small><br> Still there? Good, now let's add lots of details to make a good map! [[Image:Tiled20.png]] <br><small>Figure 18: The map with more details</small><br> Complete the map yourself :) Finally we need to add two more important things: * Objects (Entities, active game objects, this includes portals, signs, NPCs etc) * Collision * Protection (to define non pvp areas) The collision layer determines what is passable and what is not.<br> 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]] <br><small>Figure 19: Collision Tile selected and we have marked the house</small><br> [[Image:Tiled22.png]] <br><small>Figure 20: The completed collision map</small><br> 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. We'll add some sheep, sheep food, and a couple of chickens. [[Image:Tiled23.png]] <br><small>Figure 21: The active objects have been added and can been seen in white</small><br> 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]] <br><small>Figure 22: The finished map with the protection layer.</small><br> And you are done! :) Now, go build your own maps.<br> 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. ==Some suggestions when making interiors maps== Please if you are going to create maps for Stendhal, follow these simple guidelines: * The walls have two tiles. The main and the bricks. The bricks goes inside. * Put a black space between rooms like in semos hall * On buildings Look from outside the building. If it's wide and small for example 10 tiles width and 5 height, make the interior wide and smallX2 like close to 20X10 * If you enter the map from the south, make the door of the interior also at the south, etc. * When you put the portals in for new levels, interiors need only the plain white tile saying 'Portal' (even if you are going upstairs). This is because all interior portals are coded by hand so they need the plain white one, not an arrow pointing up or down. * To help you understand and to have similar approach, take a look on similar dungeons, outside houses or interiors
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