Hands-on map editor guide
From VbGORE Visual Basic Online RPG Engine
This tutorial will help guide you through creating your first simple map and teach you through a hands-on style of experimenting how to use the map editor.
If vbGORE was installed and successfully running at that. When you go to run your vbGORE Map Editor you should have something similar to this screen here.
With the exception of course if you are opening the map editor up for the first time then it will toss you over to the last edited map. The Demo map as I call it. Simply click New in the tool bar.
And now you should have a similar screen to the first screen shot shown above.
Now bring down the Map Information dialog down (if not already opened, you can access it easily by clicking the blue "i" sign adjacent to the SFX button). You should have something similar to below:
Fill this out accordingly. Might want to check the Map Editor page for reference. But if you don't here are some of the weather values you might want to keep in mind. 0 is for nothing, 1 is for snow, 2 for rain and 3 for fog. These values are acquired through the client in the Engine_Weather_Update sub.
"Currently there is 0 for none, 1 for snow, and our favorite 2 for rain!" - Quoted from Map Editor
In this case of the screen shot though it's going to rain in the map we're making.
Now this is just a suggestion, but vbGOREs Map Editor has a feature that's very very useful! But first let's scout what tile sets we want to use.
In this tutorials case we will be using sets/files 26 and 27. With this in mind head over to your Map Editor. And now look to the bottom of your screen. You see it?
Now we could click "View Sheet" and get this.
We don't want that right now anyways. Lets stay a bit more organized and see a whole preview before we just start randomly selecting tiles eh?
So with the 26 in mind (don't forget about 27, we still got to do that!), lets change up the bottom tool bar.
Now click search after you did the following (Shown above in the screen shot). You should get a screen similar to this.
Since, vbGORE is technically a 3D engine. It looks at all the graphics as textures. Keep in mind all have to be by the power of 2 and try not to go any higher then 512x512. If you notice in the picture the Editor is looking at TEXTURE 26 on a 32x32 Grid.
Now click the grass on the top left of the grid. Now we are going to be lazy about this!
Open up this dialog and make sure you have similar settings with the exception on Shadows being un-checked and switched to 0. Because now, we want to flood the map. After you followed the above screen click the Paint bucket on the top. You should get a new dialog that says Screen or Map. Click Map. Now your map should be flooded with grass.
Yay, we're done with the ground! You can choose to add some type or form of crazy path way or road as well.
If you did this. You now know the basics.
Style'n your map up
Okay, well you probably read what all 6 layers are for. 1st layer = ground and the rest are masks. Layer 1 - 3 are rendered under the player as anything over 4 - 6 is rendered above the player.
The layer can be changed by clicking on the image with multiple triangles with one green one in it. This is in the Set Tile box. From left to right it is 1 through 6.
Now with this in mind open up Texture 27 (trees etc.) Select a tree or bush etc. Make sure your on layer 4, 5 or 6. Now for fun add a Shadow in the tile settings. And place on the map. There you have it. You are on your way to pimping your map up.
Using layers properly
Since you're probably going to be adding houses, trees, cliffs, etc. you'll need to learn how to use the layers properly.
Advise on what to use on layer 1: Make this the water layer (if there is water on your map). That way, any ground that you place down on layer 2 will be on top of this layer. If there is no water on your map, ignore this layer. You never know if you want to add some later.
Advise on what to use on layer 2: This should be the walkable layer. Any grass or rocks or whatever else the player can walk on should go on this layer.
Advise on what to use on layer 3: This layer should be the un-walkable area of the map that you don't want to draw over the player (walls, bushes, tree bases, the bottom of buildings, etc).
Advise on what to use on layer 4: This layer should be used for trees, etc, that you want to draw over the player.
Advise on what to use on layer 5: This layer should be used for the tops of buildings. The reason being that any trees that you place near buildings will seem to appear underneath them, keeping the map looking neat.
Advise on what to use on layer 6: This should be anything you want to appear in the sky (like clouds or other objects).
These are just suggestions, of course. Feel free to do what works on your map.
to be continued -.- sorry for any inconvenience caused