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Basic question about tileset editing.[message #366055]
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Wed, 01 May 2024 01:06
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Marcus |
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Messages:109
Registered:November 2014 |
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I unpacked the tilesets from my UB copy, they all load in the mapper silksmooth, I know from my previous tests that 1.13 can load maps done with UB tilesets but there's a problem: Those tilesets are sorely lacking. Long story short:
What am I supposed to do to add stuff to a tileset, copy and paste .sti and .jsd? No xml registration involved?!?
Also, apart from the 8 ground tiles limit, is there any need to have more tilesets, like a scenario objects quantity limit?
Thanks!
[Updated on: Fri, 31 May 2024 00:32] Report message to a moderator
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Sergeant
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Re: Basic question about tileset editing.[message #366056 is a reply to message #366055]
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Wed, 01 May 2024 02:09
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Kitty |
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Messages:466
Registered:October 2017 Location: Germany |
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UB Tilesets are already included in 1. 13 (50 - 59)
In ini you decide wether to use ja2set. dat or ja2setdat. xml
If. dat, you need an editor (available at forum Downloads, look for ja2tse)
Editor gives you visual Feedback, XML not
But some features require xml
I usually do stuff in dat and then transfer to Xml
I'm on mobile, so inserting links is kinda pain, but Hawkeye made a Tileset Guide, check it out
You can change existing ones or create whole new ones
Hopefully my region is back to fibre Internet tomorrow,
then I can eloborate some more
[Updated on: Wed, 01 May 2024 17:50]
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I need more details. (Didi Hallervorden) Report message to a moderator
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Re: Basic question about tileset editing.[message #366057 is a reply to message #366056]
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Wed, 01 May 2024 11:05
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Marcus |
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Messages:109
Registered:November 2014 |
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UB tileset issued with 1.13 lack a few .sti and crash the mapper upon load, so I had to complete them.
Anyway, I downloaded a JA Tileset Editor from the repository and unpacked the Jaset.dat, currently I'm trying to understand how the whole thin works.
On a side note, I noticed a limit of 175sh entries for a tileset, so this answers my second question about creating more tilesets..
EDIT: Now, I'm just thinking out loud here.. I need to understand if I get the "many tilesets" thing right.
I can load more tilesets on the same map in the editor, and I need scenery elements and walls/roofing that are not present.
I group everything I need into three generic tilesets, Let's say one for walls, one for artificial objects and one for natural.
At this point I give for granted that tilesets only work if they include ground tiles, so if I use 4 UB tilesets I'l need to make three new tilesets for each one, for a total of twelve new tilesets.
Am I getting the whole thing right?
[Updated on: Wed, 01 May 2024 11:38] Report message to a moderator
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Sergeant
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Re: Basic question about tileset editing.[message #366058 is a reply to message #366057]
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Wed, 01 May 2024 17:47
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Kitty |
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Messages:466
Registered:October 2017 Location: Germany |
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I'd start with those threads to get a deeper understanding
Tileset editing guidelines
1.13 Tileset editing
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About the Tileset-Editor:
Use JA2TSE to open ja2set.dat in directory BinaryData
for 1.13, that isn't in Data-1.13/BinaryData but in Data/BinaryData (due to vfs it still will be the one in use for 1.13)
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About maps:
Each map uses one Tileset
if you scroll down at "1.13 Tileset editing" (link above), I've posted this picture about which Tileset is used at which map with standard 1.13
see there for more details
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About Tilesets:
I refer to tileset as the whole thing, all the .sti/.jsd used in it
.sti are for graphics, .jsd are about physics
There is only one real Generic Tileset and that's Tileset 0
This tileset has all slots filled
Following tilesets not
What happens is, that as long as the following tileset doesn't use something else in slot, the content of what Tileset 0 has in that slot will be used
(there's more to it, read up the threads at links for more details - but that's the general idea)
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So, if you don't define any groundtiles in your tilesets, the ones from Tileset 0 will be used
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If you want to use more tilests while using ja2setdat.xml, look at the top, there's "numTilesets="70" and you'll also see some blank placeholders (60-69) at end of the xml
You can first use the indexes of those placeholders and if you want more than 70, you'll need to say so at top
iirc, the .dat has a lower limit of max tilests than in xml
(iirc, in xml it's 255, but I daresay that's unlikely to be needed, the max maps is 16x16=256, so that would imply you'll fill the whole 16x16 grid with useable maps)
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as for max entries for each tileset, I wouldn't advise to use more than the default 151
anything above is tricky, if at all use it for more pItems (if you want to use more than the default 3, which would need to be set in ini as well, etc - a lot of folllow up work)
(I know Aimnas has more in it's generic Tileset 0, but Smeagol went through a lot of trial and error to make that work, don't assume it will work as you whish for right of the bat)
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But I'm getting ahead, take a look into the links first that'll probably clear up some things
[Updated on: Wed, 01 May 2024 17:56]
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I need more details. (Didi Hallervorden) Report message to a moderator
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Re: Basic question about tileset editing.[message #366126 is a reply to message #366125]
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Thu, 30 May 2024 23:00
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Kitty |
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Messages:466
Registered:October 2017 Location: Germany |
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TSE110 works fine for me.
Take a look at Hawkeyes's Tileset Editing Guidelines (linked in a few post above), has screenshots and information
In MapEditor, you see tabs like "furniture", "wall decals", "trees", etc
And TSE is using those as well, which is intented to give you an idea where the .sti you want to replace belongs to (and where it will show in MapEditor)
Say you made a new type of tree.
This requires a .sti file (and a .jsd for its physics)
and some also require a separate .sti file for shadows
And let's assume you want a new tileset.
This requires a directory in Data-YourMod/Tilesets
1.13 has directories up to 59, so your first new one would be 60
It also requires a ja2set.dat to be in Data-YourMod/BinaryData
For starters, copy the existing one to your mod and then apply changes to it
So, you have this new .sti file for your tree, now put it into the abovementioned folder 60
Open TSE and choose the ja2set.dat in your mods Binaraydata
Since it's unchanged at this point you see only 70 entries at the left (0-69)
entries 0-59 do have destinctive names, 60-69 do have dummy-names (ja25)
select 60 and give a name of your liking
with still selected 60, go to right and open the tab for "trees"
put the name of the .sti of your tree in there
trees need shadows, so put the name of your shadow-sti for your sti right below where you put the tree-sti
that should look like "s_yourtreename.sti" (same name as tree, but with "s_" in front)
(it's not realy mandatory to use s_, but it's "best practice" for making editing a little easier)
save ja2set.dat (the one in your mod)
open MapEditor, choose trees and your tree should be there
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You first want to check ja2options.ini and check wether it uses xml or dat for tilesets, for editing, set it to .dat
if not, game/editor will use xml and your changes at dat won't show (unless you edit the tileset.xml the same way)
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So far I don't know what you meant by "JA2/UB tileset". Something like an existing JA2-tileset with ,i.e., trees from UB?
If you want to change an existing tileset instead of making a new one, just open the tileset you want (one of the existing named numbers) and replace the .sti you want to replace
your new sti then goes into the dirctory with that number
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If all of that is too much hassle, you can also try to directly edit ja2setdat.xml
For this you'll only need a texteditor
Downside is that you have no feedback where to place what (no categories like "furniture, tree, etc", just plain numbers)
(i.e., you must know that first tree is 017 and corresponding shadow to that is 029 and so on)
So you must be familiar with which number is changing what (instead of just seeing it in TSE)
like mentioned above, check ja2options.ini wether you use .dat or .xml for tilesets
if you edit xml, choose xml
[Updated on: Thu, 30 May 2024 23:12]
How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN
I need more details. (Didi Hallervorden) Report message to a moderator
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Re: Basic question about tileset editing.[message #366127 is a reply to message #366126]
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Thu, 30 May 2024 23:25
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Marcus |
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Messages:109
Registered:November 2014 |
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By "JA2/UB tileset" I mean that I must modify UB tilesets by adding vanilla scenery objects, like Drassen church or hay rolls. Also: I haven't a problem in the mapper, I already made a custom tileset working by hand. My problem is directly in TSE. As soon as I create a new tileset ALL the rest are considered empty and I can't copy anything.
Does TSE need anything in particular? Java or anything?
EDIT: I take back ALL I said. TSE works, it's I'm tied to 70 tilesets, that are MORE than enough. I don't need the vanilla ones as they are, so I can mod in what I need.
[Updated on: Fri, 31 May 2024 00:28] Report message to a moderator
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Sergeant
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Re: Basic question about tileset editing.[message #366128 is a reply to message #366127]
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Fri, 31 May 2024 00:08
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Kitty |
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Messages:466
Registered:October 2017 Location: Germany |
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Do you mean the "File/New" in TSE?
And then what, chosen "custom"?
This would indeed create a blank set
If you don't want that, don't do it this way
Instead, edit existing ones or add a new one (as decribed in my previous post, use one of the unused sets in 60-69)
As I understand, your purpose is to edit an existing UB-tileset
That would be the ones from 50-59
Open the one you like to edit in TSE (i.e., choose 53)
Add/Replace the sti you like and save
Associate this tileset to map/sector you want to use it for in mapeditor
i.e., check Drassen Tileset (Drassen church is in C13, that's tileset 19 ("DeadAirstrip" Drassen c13), see screen above for quick reference which sector is using which tileset) for sti associated to church (walls, roofs, floors, furniture, etc)
and place those in folder 53 (or whatever UB tileset you'd like to use)
and add/replace them in TSE
Or, if you don't want to mess existing UB-tilesets; create a new one (from 60 onwards) and copy stuff
Like:
select 60
chosse "copy from tileset" and choose 53 (or whatever UB tilest you want to use)
open 60
do the add/replace stuff
maybe rename 60 to something else
associate 60 to map you want to use it for
[Updated on: Fri, 31 May 2024 00:24]
How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN
I need more details. (Didi Hallervorden) Report message to a moderator
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Re: Basic question about tileset editing.[message #366129 is a reply to message #366128]
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Fri, 31 May 2024 00:31
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Marcus |
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Messages:109
Registered:November 2014 |
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My bad kitty, I didn't understand how TSE works. Sometimes I need a tutorial just to understand what button I must hit, never mind complex stuff. I made a quick test and everything works as intended. The tileset problem is SOLVED! Thanks for your support and informations Kitty. Now, it's time for elbow grease!.
PS. a question: Let's say I add something and I need to substitute it, IE: I need a ground tile that is in 2 position, but it should substitute one that is in 4th position in the list: How can achieve it?
[Updated on: Fri, 31 May 2024 00:36] Report message to a moderator
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Sergeant
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