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329 bytes added ,  22:43, 22 March 2020
various clarifications and tweaks for the new .tmx support
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# [[Modding:Modder Guide/Get Started|Create a SMAPI mod]].
 
# [[Modding:Modder Guide/Get Started|Create a SMAPI mod]].
 
# See instructions below for map changes.
 
# See instructions below for map changes.
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Note that this doesn't preclude using Tiled too. You can create/edit maps in Tiled, then load/edit them in SMAPI.
    
===Using Tiled===
 
===Using Tiled===
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<li>See instructions below for map changes.</li>
 
<li>See instructions below for map changes.</li>
 
</ol>
 
</ol>
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(You'll likely need the <tt>.tbin</tt> plugin even if you plan to use <tt>.tmx</tt>, since the original game maps are <tt>.tbin</tt> files.)
    
==Map edits==
 
==Map edits==
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# [[Modding:Editing XNB files|Unpack]] the game's <tt>Content/Maps</tt> folder and create a copy to edit your maps in.  Use this copy of the folder to edit any maps in before moving them to your mod release folder.
 
# [[Modding:Editing XNB files|Unpack]] the game's <tt>Content/Maps</tt> folder and create a copy to edit your maps in.  Use this copy of the folder to edit any maps in before moving them to your mod release folder.
 
# Use the same method to unpack the map you want to edit if it is not a vanilla one, then place the map in your editing folder.
 
# Use the same method to unpack the map you want to edit if it is not a vanilla one, then place the map in your editing folder.
# Open the <tt>.tbin</tt> file via Tiled.
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# Open the <tt>.tbin</tt> or <tt>.tmx</tt> file via Tiled.
 
# Make your changes.
 
# Make your changes.
# Save the <tt>.tbin</tt>. Do not 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>, as it can corrupt the map.
# Move the <tt>.tbin</tt> and any custom tilesheets to your mod release folder. Place them in the <tt>assets</tt> folder.
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# 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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{
 
{
 
   // get the internal asset key for the map file
 
   // get the internal asset key for the map file
   string mapAssetKey = this.Helper.Content.GetActualAssetKey("assets/map.tbin", ContentSource.ModFolder);
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   string mapAssetKey = this.Helper.Content.GetActualAssetKey("assets/map.tmx", ContentSource.ModFolder);
    
   // add the location
 
   // add the location
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If you're using Tiled:
 
If you're using Tiled:
:# Create your spritesheet and place it in the same folder as your tbin. This should be a PNG image with images divided into 16x16 tiles (see [[Modding:Editing XNB files#Intro]] for examples).
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:# 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).
 
:# Open the map in Tiled.
 
:# Open the map in Tiled.
 
:# Add the custom spritesheet:
 
:# Add the custom spritesheet:
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