Map Editor

From VbGORE Visual Basic Online RPG Engine

Initial Layout

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This is the main window for the map editor. The most important part is the tool icon bar, as shown below:

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This toolbar allows you to alter the map display, along with bring up and hide certain tools used to edit different aspects of the map.


If you still need help on the map editor, even after you have read this guide multiple times, please PM "Evil Kukka" without the quotes on the forums. Please do not message if you have not fully read the guide and do not intend to do anything serious with VBGore.

The Tools

Search Bar

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The Search Bar is found on the bottom of the map editor screen. The search bar cannot be moved or altered. It is always conveniently at the bottom of your screen and there when you need it!

This helps you search for which tile you need:

1:This is where you input the search details

2: Here you choose which type of search you would like to do. After you have typed something into the search bar and selected what type of search you would like to do, press search and it will find something that matches your search.

Grh Index
- This will search through all the tiles in the grh index to find one with a number that matches your search.
File Number
- This will search through the file numbers to find the tile that you are looking for.
Description
- This will give you a description of what you are searching for.

If you do a search for 49 and select Grh Index, then click search, something like this will display:

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It is texture 9, but if you click on the 4th one over, you can see the grh number is 49.

Tile Select List

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By clicking the view sheet button located on the bottom of the map editor screen and to the right of the search bar will bring up the following screen:

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In this window if you right click it will bring up a few options:

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Startnumber
This number represents the number of the tile you wish to start with from the list of tiles, this will be very helpful if you have thousands of tiles. For example, if you would like to start with tile number 673, you can type that into the start number line, and the list of tiles will be from 673 to all the tiles after that.
Preview Size
Setting the width/height allows you to define how wide/tall you want to have the tile preview drawn. This is useful so that you can tell which of your tiles are 32x32 and which are bigger(whole trees and things).
Show Options
These check boxes allow you to pick and choose which tiles you would like to look at among the large list of tiles. If you check only outside objects and click save changes it will show you just the tiles used for outside. You can also use the start number to narrow the tiles down a bit more too. If you were to put the start number at 673, and click the outside object box only, it will show tiles for the outside starting from tile number 673.

Set Tiles

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The 'Set tiles' button is the sixth button from the left

Click this to bring up the Set Tiles window, as shown below:

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1 - Layer Section
Number 1 is showing the layer selection. There are 6 layers that vbGORE uses for the maps. The first three layers are drawn under the player. The 4th through 6th layers are drawn above.
2 - Grh Set Checkbox
Number 2 is pointing to the box that you check to be able to place a tile onto the map. Once the box is checked and you select the tile you would like to use, you can just click on the map where you would like to place it and it will be placed there. If you then decide that you would like to remove a tile, you can just hold ctrl and right click.
3 - Light Set Checkbox
Number 3 is for the light value. This value allows a tile to be drawn differently then it is colored. For instance: if you have a tile that is bright and cheerful but you wish to use it in a dark and sinister way, you can check this box and set a custom value that will have the tile be drawn darker or even a completely different color(works best with a image done in grey scale) without having to make a completely different tile.

showchangedlight.png

4 - Light Values
This is set up to where you can change the light for each of the corners. Number 4 points to the four values to change. Be warned though, if the light check box is not checked your tile will be drawn without the custom light value. These values are ARGB (Alpha Red Green Blue) values. Alpha is the transparency of the light, where 255 is opaque and 0 is invisible. To get this value, either click the ARGB <-> Long Tool button on the bottom of the map editor, or use the ToolColorCon program that comes with vbGORE.

ARGBButton.PNG

5 - Shadows
Number 5 is the check box for shadows and a value you need to set(Probably done this way so you do not need to replace the tile if you want to just turn off the shadow). Set the value to 1 to set the shadow and 0 to allow you to take it off.

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6 - Grh number
Number 6 is where we type the number of the tile we wish to use. Just type the number of the grh that you would like to use in that box.

Blocked Tiles

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The seventh button from the left button is the Blocks button:

Clicking this button will bring up the following window:

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This window is simple in that you use it to set whether the tile is blocked for moving/ranged attacks or not.

Checking the "Set walk" Checkbox allows you to make tiles blocked or not.choose the direction or directions that you wish the player to not be able to move(center check box for all directions) and then start clicking where you want blocked.

Checking the "Set Attack" Checkbox allows you to make tiles block attacks or not. Once checked, a new "No Attack" checkbox appears on the bottom right of the window. Checking this makes which tile you click block attacks.

You may use movement/attack block set both at once.

Map Floods

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The eighth icon from the left is the floods icon. This button is used to flood the map with certain things. It combos with the first button and others to allow you to flood a single layer or more using whatever tile/light/etc. settings you choose.

When clicked, the following window will be brought up:

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Map

If you choose a grh and click map, it will flood the entire map with the grh.

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Screen

If you choose a grh and click screen, it will flood just the area where your screen was.

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When you click one of these options it will bring up a box that asks you if you are sure that you want to flood the map. It will show you what options you have selected. These options are set from the other windows. Note that this uses the same actions as the normal tile set, which means the other windows must be opened to be used.

Set NPCs
Probably not good to have an npc set to set on every tile on the map.
Erase NPCs
Useful to clear the map of all npc's.
Set OBJs
Flood the map with items.
Erase OBjs
Clears any object. Usefull for clearing the map of all objects.
Set Tiles
This is the most common one you would be using the flood for. You can use flood to set all tiles to 0 or for grass, etc. Basically mass changes.


Tile Information

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The next button is the tile info button(ninth from the left)

Clicking this button will bring up the following window:

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This window shows info on tiles. Right click a tile to see the information displayed here. Easy changes can by typed into the fields if desired. Currently, the only way to set mailbox/sign flags is through this window - just enter a 1 into the mailbox/sign field to place the mailbox/sign, and a 0 to remove it.

Exits

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This next button is the exits button, (tenth from left)

Clicking this button will bring up the following window:

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This button allows you to setup an exit by using the following fields:

Map
This is the number of the map that the exit leads to. It can be either the same map, or another one.
X/Y
This is the coordinate of where the exit leads to.

In the displayed preview, an exit will be placed that will warp players to map 1 on tile 20,20 (1,20,20).

NPC Window

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Next button is the NPCs button(11th from the left)

Clicking this button will bring up the following window:

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This shows all npc's you have for your game. Just choose either to place or to erase.

Particle Effects Window

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Next is the Particles button,

Clicking this button will bring up the following window:

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This window is used to set up map-bound particle effects. These effects will "stick" to the map and be displayed on everyone's screen. Note that the effects all look different for every client - they run off the same equation, but how the equation pans out is often randomized thus resulting in different views. In most instances, this wont be a problem or even noticeable. This is how you setup an effect like the waterfall from the demo map.

ID
Is the ID of the particle effect used. This number is the same number as the constants with the EffectNum_ prefix in the declarations section of the Particles module. For example, 1 is fire and 9 is the waterfall.
Gfx
Is the texture used for the particle. In the \Grh\ folder, the files with the prefix p stand for a particle texture. For example, 10 will use p10.png, the skulls, and p3 will use p3.png, the ankh.
X and Y
Are the absolute pixel positions of the effect. The values defined in here are the amount of pixels away from the top-left corner of the map. You can see this value when moving your cursor over the screen in the map editor.
Particles
States how many particles are used. The amount you want to use depends greatly on the particle effect - how dense you want it, what kind of graphic it is using, how large of an area it covers, etc. Try to keep the number under 1000, though, or you may notice a bit of hit to performance.
Dir
Or Direction, is an optional parameter. Some effects use a Direction value to state which way they are animating, such as the fire. Whether this is used or not depends completely on how the effect is written. It is easiest to see if this is used by a certain effect by if it is used in the Effect_Begin sub in the Effects module. The value is always saved, but not always used.

Because particles can be a bit tricky to set up, an Edit Mode is available. You can tick the box named Edit Mode on the effects screen to edit the effect you have high-lighted. If Edit Mode is ticked, and you change the values in the text boxes, the high-lighted effect's value will change. If not in Edit Mode, though, the high-lighted effect wont change. This is to allow you to enter values and press the Create button without worrying about messing up old effects.

Whether in Edit Mode or not, all effects can be moved by high-lighting them, then holding Shift + Right Clicking on the game screen. The effect will then be moved to the location you clicked on the screen

Once you have everything typed in, click create.

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Sound Effects

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Next is the Sound Effects button

Clicking this button will bring up the following window:

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Each sound effect is setup with a number. Just type it in and click the tile you want it to be on.

Map Information

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Next is the Map Info button. (14th from the left)

Clicking this button will bring up the following window:

Mapinfo.PNG

Map Name
Is of course the name of the map.
Version number
Just a version number, change it if you update, if you want
Weather
Choose the weather for the map. Currently there is 0 for none, 1 for snow, and our favorite 2 for rain!
Music
Background music for the map, setup using a number assigned to it.

Other stuff

Display Information

The following displays helpful information on the status of your map. This information is located in the bottom right corner of the map editor.

X/Y coordinate of the tile and mouse and the map number and how fast it's being drawn:

Bottominfo.PNG

As a side note, maps will run slower in the map editor then they will in the normal game.

Display Buttons

The following buttons can turn on or off certain layers and objects to be displayed.

Hide/Show Weather

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Hide/Show NPCs

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Turn On/Off Bright Mode

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Hide/Show 32x32 Grid

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Hide/Show Tile info

Tileinfob.PNG (Second blue button.)

Hide/Show Mini-Map

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File Buttons

The last in the list is the file buttons:

Optimize - Cleans up the map to speed it up and reduce size

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Load - Loads a previously saved map

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Save - Saves the current map

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Save As - Saves the current map in a new number

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New - Opens a brand new map

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Related pages

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