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2,046 bytes added ,  21:17, 23 October 2021
Added export/import tsx section
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(If you use xnbcli to [[Modding:Editing XNB files#Unpack game files|unpack the original game maps]], you'll need the <tt>.tbin</tt> plugin even if you plan to use <tt>.tmx</tt> since xnbcli still produces <tt>.tbin</tt> files.)
 
(If you use xnbcli to [[Modding:Editing XNB files#Unpack game files|unpack the original game maps]], you'll need the <tt>.tbin</tt> plugin even if you plan to use <tt>.tmx</tt> since xnbcli still produces <tt>.tbin</tt> files.)
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===Tilesets vs Tilesheets===
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<tt>Tilesheets</tt> are the <tt>.png</tt> files used as source images. Tilesheets have no animation, properties, terrains, or anything else but pixels associated with them -- they're just images. <tt>Tilesets</tt> are Tiled's XML files that contain all the information about how the map uses the source image. They are confusingly named and often used interchangeably.
    
==Map edits==
 
==Map edits==
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# Open the <tt>.tbin</tt> or <tt>.tmx</tt> file via Tiled. Note: make sure the file is in the same folder as the unpacked tilesheets!
 
# Open the <tt>.tbin</tt> or <tt>.tmx</tt> file via Tiled. Note: make sure the file is in the same folder as the unpacked tilesheets!
 
# Make your changes.
 
# Make your changes.
# Save the file. Don't use <tt>Save as</tt>, as it can corrupt the map.
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# Save the file. Don't use <tt>Save as</tt> to change folders, as your tilesheet paths will be wrong.
 
# Move the <tt>.tbin</tt> or <tt>.tmx</tt> file, and any custom tilesheets it needs, to your mod release folder. Place them in the <tt>assets</tt> folder.
 
# Move the <tt>.tbin</tt> or <tt>.tmx</tt> file, and any custom tilesheets it needs, to your mod release folder. Place them in the <tt>assets</tt> folder.
 
# Load your map via SMAPI or Content Patcher (or another framework mod).
 
# Load your map via SMAPI or Content Patcher (or another framework mod).
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{{note box|'''Using Content Patcher to add custom locations is strongly recommended.'''<br />You can add new locations in C# yourself, but be aware of factors like object persistence and NPC pathfinding that are easy to get wrong. If you ''really'' want to do it yourself, use the [[Modding:Modder Guide/APIs/Events#Specialised.LoadStageChanged|specialized <tt>LoadStageChanged</tt> event]] to add the location to <tt>Game1.locations</tt> during the <tt>CreatedInitialLocations</tt> or <tt>SaveAddedLocations</tt> stage.}}
 
{{note box|'''Using Content Patcher to add custom locations is strongly recommended.'''<br />You can add new locations in C# yourself, but be aware of factors like object persistence and NPC pathfinding that are easy to get wrong. If you ''really'' want to do it yourself, use the [[Modding:Modder Guide/APIs/Events#Specialised.LoadStageChanged|specialized <tt>LoadStageChanged</tt> event]] to add the location to <tt>Game1.locations</tt> during the <tt>CreatedInitialLocations</tt> or <tt>SaveAddedLocations</tt> stage.}}
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===Custom tilesheet===
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===Adding tilesets===
You can add custom sprites, tiles, or images to a map. Be sure to [[#Tilesheet order|prefix custom tilesheet IDs with <code>z_</code>]] to avoid shifting the vanilla tilesheet indexes.
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You can add new sprites, tiles, or images to a map, from both custom and vanilla sources. If you're editing a vanilla map, make sure to [[#Tilesheet order|prefix custom tileset names with <code>z_</code>]] to avoid shifting the vanilla tilesheet indexes.
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# Open the map that you created or are editing.
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# Click <tt>Map</tt> then ''Add External Tileset...'' in the top menu, and open a <tt>.tsx</tt> file you have in the same folder.
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# You should have a new copy of the tileset in your map, with any saved animations, properties, or terrains still intact.
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====Re-using vanilla tilesets====
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If you want to use a tilesheet like <tt>spring_outdoorsTileSheet.png</tt> in your map, adding a new tileset from a <tt>.png</tt> file means you need to re-animate any animated tiles, re-add properties like diggable and terrain types. You can avoid this by first exporting them from an existing map, then using external tilesets, instead.
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# Open an existing map that already has the properties and animations you want.
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# In the tileset pane, click the wrench to ''Edit Tileset''. It should open a new edit tab.
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# In the new window that opens, click ''File'', then ''Export as...'' and save it as a .tsx file.
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# Close the tileset editor.
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====Replace existing tileset====
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If you are already using a tilesheet image, you can replace its tileset.
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# Open the map that you created or are editing.
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# In the tileset pane on the right, click the tab for your existing version.
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# Under that, click the ''Replace Tileset'' button.
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# Choose the <tt>.tsx</tt> file you saved, and click Open.
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====Adding a new custom tilesheet====
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If you made a your own tilesheet and are adding it to a map the first time, you can create a new tileset from image.
    
# Create your spritesheet and place it in the same folder as your <tt>.tbin</tt> or <tt>.tmx</tt> map file. This should be a PNG image with images divided into 16x16 tiles (see [[Modding:Editing XNB files#Intro]] for examples).
 
# Create your spritesheet and place it in the same folder as your <tt>.tbin</tt> or <tt>.tmx</tt> map file. This should be a PNG image with images divided into 16x16 tiles (see [[Modding:Editing XNB files#Intro]] for examples).
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## Make sure that ''Embed in map'' is checked.
 
## Make sure that ''Embed in map'' is checked.
 
## Keep the defaults for the other settings and click ''OK''.
 
## Keep the defaults for the other settings and click ''OK''.
# Add custom sprites to the map:
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## In the ''Layers'' pane, click the layer you want to edit.
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## In the ''Tilesets'' pane, click the tab for your custom spritesheet.
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===Painting tiles onto your map===
## In the ''Tilesets'' pane, click one tile to select it. To choose multiple, click and drag the cursor.
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## Move the cursor to the map, and you'll see an overlay with the tiles you selected.
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# In the ''Layers'' pane, click the layer you want to edit.
## Click the map to place those tiles on the selected layer.
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# At the top left of Tiled's toolbar, click the Stamp Brush.
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# In the ''Tilesets'' pane, click the tab for the tileset you want to use.
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# In the ''Tilesets'' pane, click one tile to select it. To choose multiple, click and drag the cursor.
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# Move the cursor to the map, and you'll see an overlay with the tiles you selected.
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# Click the map to place those tiles on the selected layer.
    
===Map properties===
 
===Map properties===
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* Discord user foggywizard#7430 [https://imgur.com/a/l1Ql16D annotated some screenshot guides for using Tiled]. These include an annotated overview, how to find where the coordinates are, and how to rename a tilesheet.
 
* Discord user foggywizard#7430 [https://imgur.com/a/l1Ql16D annotated some screenshot guides for using Tiled]. These include an annotated overview, how to find where the coordinates are, and how to rename a tilesheet.
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