Quick-Start: Maps: Difference between revisions

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[[Image:chapter04_10.png|frame|center]]
[[Image:chapter04_10.png|frame|center]]


To the right of your canvas dwells your undo history. It shows the last 6 operations you preformed on the tile, and allows you to revert to any of them. You can either click them directly or use CTRL + Z to undo.
To the right of your canvas you can see your undo/redo history. It shows the last 6 operations you preformed on the tile, and allows you to revert to any of them. You can either click them directly or use CTRL + Z to undo. You can use CTRL + Y to redo.
 
Be careful! If you make any changes to a tile, you will not be able to redo an action.
==The grass tile==
Similarly, if you leave the editor, you will lose your undo/redo history.
 
Now that you're fluent with the tools we'll be using, it's time to draw some tiles! We'll start with a simple, stereotypical grass tile.
 
Using the fill tool, fill in the tile with a nice green.
 
[[Image:chapter04_11.png|frame|center|2px|<div style="text-align:center; font-style:italic;;">Off to a good start</div>]]
 
This looks a little bland, so we'll add some little dark green dots.
 
{{protip |
Make your tiles blend together nicely! Try scrolling the tile around and looking for any places where there is a noticeably large or small amount of dots. Ideally, you should be able to put many of these side-by-side and not be able to tell where one ends and another begins.
You can press P to see a preview of tiling!}}
 
 
[[Image:chapter04_12.png|frame|center|2px|<div style="text-align:center; font-style:italic;;">Better?</div>]]
 
Alright! Now our tile looks... passable. But a game made up of nothing but grass would get boring pretty quick. (Or maybe not. ''Field Explorer 3000'' could be the next ''Minecraft'') We'll spice things up by adding some more tiles.
 
==Breaking up monotony==
 
Move to another free space (the next tile over will do just fine) and open the editor. We'll draw a nice little boulder here.
 
[[Image:chapter04_13.png|frame|center|2px|<div style="text-align:center; font-style:italic;;">A nice crackly boulder</div>]]
 
Alright, that's enough tiles for now. Let's move on to passability.


=Passability=
=Passability=

Revision as of 09:37, 24 May 2017

By the End of This Section you Should...

  • be able to edit maptiles and maptile sets
  • add default passability to certain tiles

NOTE: Merge these screenshots

Maptiles

To edit your maptiles, fire up Custom and navigate to "Edit Graphics".

You might notice that at the bottom there's an option to Import/Export Maptile sets.

It is indeed possible to work with your art in an external program and then import said art into the OHR, but that's for a later segment.


After getting to the Edit Graphics menu, you should see a bunch of options before you.

For now, go to "Edit Maptiles"


The next screen should only have "Tile Set 0" showing up if this is a brand new project.

Select "Tile Set 0" to proceed to the next screen.


You will now be at the screen from where you can control all the different things about your tileset. They are:

  • Draw Tiles - Lets you create and edit tiles. You can also use copy, paste, and transparent paste.
  • Cut Tiles from Tilesets - Lets you copy tiles between tilesets
  • Cut Tiles from Backdrops - Lets you create tiles from a backdrop
  • Set Default Passability - Lets you set whether a tile acts as a wall in any direction
  • Define Tile Animation - Lets you set whether a tile is animated
  • Background color - Lets you change the background colour. This has no in-game effect, and is intended to help you if you need to see what you are doing.

We'll get to all of the rest eventually, but for now, select "Draw Tiles" so we can get to making some tiles.


These are the controls for editing graphics:

Use mouse or arrow keys to select a tile or frame. Click or press enter whilst over it to begin editing it. You can use the current tool with primary click or SPACEBAR. You can move the cursor with mouse or arrow keys. Secondary click or ENTER sets the current colour to whatever colour is under the cursor.

You can select the current tool by clicking its corresponding icon, or pressing the corresponding shortcut key.

Chapter04 09.png

You can use shortcut keys to switch between tools quickly.

  • 'D' - Draw tool. Allows freehand drawing.
  • 'B' - Box tool. Draws square or rectangle shapes.
  • 'L' - Line tool. Draws straight lines.
  • 'F' - Fill tool. Changes all adjacent pixels of the same colour as that under the tool to the currently selected colour in the palette.
  • 'R' - Replace tool. Changes all pixels of the same colour as that under the tool to the currently selected colour in the palette.
  • 'O' - Oval tool. Draws circles and ovals.
  • 'A' - Airbrush tool. Sprays pixels semi-randomly. It has settings you can change by clicking on the buttons that appear, or using '+' and *'-' to change the area and CTRL + '+' and CTRL + '-' to change the density of the spray (mist)
  • 'S' - Scroll tool. Allows you to move the canvas in any direction. For maptiles, this causes the canvas to wrap to the opposite side. For other graphics, this causes a loss of data.
  • 'M' - Mark tool. Lets you select an area for cloning.
  • 'C' - Clone tool.
  • '[' and ']' contents - Rotates the canvas counter-clockwise and clockwise respectively
  • BACKSPACE - Flips the canvas horizontally
  • CTRL + BACKSPACE - Flips the canvas vertically.

Huh? What's this? A blank screen and, whoah, my mouse works! Yup, this area is one of the few places where you'll get mouse support in the OHRRPGCE. This massive blank screen is not just a blank screen, it's actually your entire tileset. It's blank, because we have yet to draw anything. Before we get drawing though, let's have a look at just what a tile is.

Drawing tiles

The tile editor

Let's get to drawing some tiles then, shall we? Use the mouse or keyboard to select the second tile. We'll leave the first alone since it's generally used as a blank, empty tile. Once you select the tile, the tile editor should pop up:

Welcome to the tile editor!


A walkthrough of the tile editor

The tile editor is broken up into four sections: the canvas, the palette, the toolbox, and your undo history.

The canvas

The aptly-named "canvas" is where you'll be drawing your tile. At the moment it's nothing but a magenta square, but soon it will be a beautiful work of art! You can "paint" on the canvas with either your mouse or your keyboard. For a full list of the tile editor's controls, check out Appendix A - Keyboard Conventions.

The palette

Chapter04 08.png

Underneath the canvas you have your master palette. You can use as many of these colours in whatever pattern you'd like for your tile. Click or use ALT + Arrow Keys to change your current drawing colour.


The toolbox

Chapter04 09.png

To the left of the canvas is the toolbox. The toolbox holds your, well, tools. At the time of writing there are 14 different tools:


Chapter04 draw.png

  • Draw - Your default "pencil" tool. Draws a single pixel of the currently selected colour.

Chapter04 box.png

  • Box - Draws a filled rectangle between two points. (Note that unlike most programs where you would click and drag to make a rectangle, in the OHRRPGCE you click once at the starting corner and once at the ending corner)

Chapter04 line.png

  • Line - Draws a straight line between two points. (Has the same controls as the box tool)

Chapter04 fill.png

  • Fill - Flood-fills an area with the selected colour.

Chapter04 replace.png

  • Replace - Replaces all pixels of a colour with the selected colour.

Chapter04 oval.png

  • Oval - Should be called "circle," because that's what it draws. Click once to centre the circle, move out to form the radius, then click again.

Chapter04 air.png

  • Air - Similar to the "spraypaint" tool in the old versions of MS Paint. Fills a customisable area with random pixels. Good for adding texture/noise.

Chapter04 fliph.png

  • Flip horizontal - Flips the tile horizontally.

Chapter04 flipv.png

  • Flip vertical - Flips the tile vertically.

Chapter04 rotc.png

  • Rotate clockwise - Rotates the tile clockwise.

Chapter04 rotac.png

  • Rotate anticlockwise - Rotates the tile anticlockwise.

Chapter04 scroll.png

  • Scroll - Moves the tile around the canvas. It the tile moves out of the canvas' boundaries, it loops around on the other side.

Chapter04 mark.png

  • Mark - Identical to the "copy" command in most image editors.

Chapter04 clone.png

  • Clone - Identical to the "paste" command in most image editors.


Use these tools together, and you will be unstoppable!


Undo history

Chapter04 10.png

To the right of your canvas you can see your undo/redo history. It shows the last 6 operations you preformed on the tile, and allows you to revert to any of them. You can either click them directly or use CTRL + Z to undo. You can use CTRL + Y to redo. Be careful! If you make any changes to a tile, you will not be able to redo an action. Similarly, if you leave the editor, you will lose your undo/redo history.

Passability

Passability basically shows whether or not you can walk through a tile. You can set a tile to be passable/impassible from the north, south, east, and west individually. For example, a wall would most likely by impassible in all directions, a floor would be passable in all directions, and a fence might only be impassible to the south.

Exit back out to the main menu of the maptile editor and choose "Set Default Passability."

Select the tile and set all of the "Impassible" options on. There should be a flashing box around the tile.

Each side of that box signifies that the tile is impassible from a specific direction.

You can also set a tile to be impassable by pressing CTRL and a relevant arrow key while the tile is highlighted.