and after i will set it as blocks (the big ones)
1. Finding the decoration.png - the decoration tileset
2. Enlarging image and adding new tiles
I have elargetd the image by extra to rown on bottom (2x32 px)
We MUST NOT extend the image with ever, since all existing image ID-s and references will be ruined.
i have put some new tiles to have more decoration 3. and now diving them TILE ID in all_terrain.json
searrching the decoration.png part and scrolling to the end of the tile definitions
here
Code: Select all
,
{
"id":2168,
"imgTilesetPosition":168,
"terrainClassName":"obst"
},
{
"id":2169,
"imgTilesetPosition":169,
"imgTilesetPositionRange":"+18",
"terrainClassName":"obst"
}
so next tile will start with that.
i see that the last definition was obstacle type, so it is easiest if i continue with the obstacles
so i go back to image and arracnge the tiles so most of the next tiles to be obstacles,
also to be many hills together so the 4 extra obstacles makes me add 4 to the latest definition where was 18 - so now 22
and now the rest, i calculate next id: 2169 + 22 +1 = 2192
and tehn comes 10 hills
and tehn comes 6 obstacles
and tehn comes 10 hills
and then comes the 2 water tiles
and then one snow tile
and then 3 decoration (plants) tile
so the result is:
Code: Select all
{
"id":2168,
"imgTilesetPosition":168,
"terrainClassName":"obst"
},
{
"id":2169,
"imgTilesetPosition":169,
"imgTilesetPositionRange":"+22",
"terrainClassName":"obst"
},
{
"id":2192,
"imgTilesetPosition":192,
"imgTilesetPositionRange":"+9",
"terrainClassName":"hill"
},
{
"id":2202,
"imgTilesetPosition":202,
"imgTilesetPositionRange":"+5",
"terrainClassName":"obst"
},
{
"id":2208,
"imgTilesetPosition":208,
"imgTilesetPositionRange":"+9",
"terrainClassName":"hill"
},
{
"id":2218,
"imgTilesetPosition":218,
"imgTilesetPositionRange":"+1",
"terrainClassName":"water"
},
{
"id":2220,
"imgTilesetPosition":220,
"imgTilesetPositionRange":"+0",
"terrainClassName":"snow"
},
{
"id":2221,
"imgTilesetPosition":221,
"imgTilesetPositionRange":"+2",
"terrainClassName":"decoration"
},
in mapeditor, checking if all ID-are correct (in list mode of terrain tiles)
5. Block setup
There are a fwe tiles that are ment to put down together (the haystack, the hills, and so on)
so i go open tile_join.json and locate inputBlocks part,
going down to the end i see:
Code: Select all
,
{
"master":2056,
"comment": "grey huge mountain",
"blockItemDefs":[
"0,-1,2055",
"-1,0,2054",
"-1,-1,2053"
]
}
,
{
"master":2127,
"comment": "big horizontal log",
"blockItemDefs":[
"0,-1,2126"
]
}
if u see the definition right before log there is the big mountain so we will start from that, the same alignment will be on all big mountains.
master: this sets the mastertile (where the red box appears, and that is the insert point to the map)
comment: is important so you dont get lost in file
blockItemDefs: here you can set the translation to the master tile and tile id
speciality: you see the volcano has a diffferent "dressing" when it is active volcano, we need to chose a new tile to be mastertile, and after this we can re-use the bottom tiles from the volcano to form an activ volcano.
so now we have all definled like this:
Code: Select all
,
{
"master":2056,
"comment": "grey huge mountain",
"blockItemDefs":[
"0,-1,2055",
"-1,0,2054",
"-1,-1,2053"
]
}
,
{
"master":2127,
"comment": "big horizontal log",
"blockItemDefs":[
"0,-1,2126"
]
}
,
{
"master":2209,
"comment": "big volcano inactive",
"blockItemDefs":[
"0,-1,2208",
"-1,0,2193",
"-1,-1,2192"
]
}
,
{
"master":2208,
"comment": "big volcano active",
"blockItemDefs":[
"0,1,2209",
"-1,0,2194",
"-1,1,2195"
]
}
,
{
"master":2213,
"comment": "big haystack",
"blockItemDefs":[
"0,-1,2212",
"-1,0,2197",
"-1,-1,2196"
]
}
,
{
"master":2215,
"comment": "big rocky mountain",
"blockItemDefs":[
"0,-1,2214",
"-1,0,2199",
"-1,-1,2198"
]
}
,
{
"master":2217,
"comment": "big ice mountain",
"blockItemDefs":[
"0,-1,2216",
"-1,0,2201",
"-1,-1,2200"
]
}
here: