Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 Modding, Customising, Editing » Basic question about tileset editing. (SOLVED! Tilesets and MAPS coming!)
| 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:505
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]
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Basic question about tileset editing.
By: Marcus on Wed, 01 May 2024 01:06
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Re: Basic question about tileset editing.
By: Kitty on Wed, 01 May 2024 02:09
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Re: Basic question about tileset editing.
By: Marcus on Wed, 01 May 2024 11:05
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Re: Basic question about tileset editing.
By: Kitty on Wed, 01 May 2024 17:47
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Re: Basic question about tileset editing.
By: Marcus on Wed, 01 May 2024 18:52
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Re: Basic question about tileset editing.
By: Marcus on Thu, 30 May 2024 21:30
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Re: Basic question about tileset editing.
By: Kitty on Thu, 30 May 2024 23:00
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Re: Basic question about tileset editing.
By: Marcus on Thu, 30 May 2024 23:25
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Re: Basic question about tileset editing.
By: Kitty on Fri, 31 May 2024 00:08
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Re: Basic question about tileset editing.
By: Marcus on Fri, 31 May 2024 00:31
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