Difference between revisions of "MultiHexTutorial"

From The Battle for Wesnoth Wiki
(Remove Obsolete tag and a bad link.)
 
Line 5: Line 5:
 
Suppose we have the following map to fill with mountain tiles:
 
Suppose we have the following map to fill with mountain tiles:
  
http://www.anathas.org/ayin/wesnoth/tutorial/tutorial1.png
+
http://wesnoth.org/wiki-images/multi-hex/tutorial1.png
  
 
And we have the following images to fill it:
 
And we have the following images to fill it:
  
* tile1: http://www.anathas.org/ayin/wesnoth/tutorial/tile1.png
+
* tile1: http://wesnoth.org/wiki-images/multi-hex/tile1.png
* tile2: http://www.anathas.org/ayin/wesnoth/tutorial/tile2.png
+
* tile2: http://wesnoth.org/wiki-images/multi-hex/tile2.png
* tile5: http://www.anathas.org/ayin/wesnoth/tutorial/tile5.png
+
* tile5: http://wesnoth.org/wiki-images/multi-hex/tile5.png
  
 
We will use the following three rules to fill the mountains. Beware: '''Spaces into maps do matter!'''
 
We will use the following three rules to fill the mountains. Beware: '''Spaces into maps do matter!'''
Line 76: Line 76:
 
5-tile mountain range. This will make, for example, something like this.
 
5-tile mountain range. This will make, for example, something like this.
  
http://www.anathas.org/ayin/wesnoth/tutorial/tutorial2.png
+
http://wesnoth.org/wiki-images/multi-hex/tutorial2.png
  
 
The second rule will then apply. Note that the previous rule had set the "built-m" flag, thus preventing the mountains
 
The second rule will then apply. Note that the previous rule had set the "built-m" flag, thus preventing the mountains
Line 82: Line 82:
 
something like that:
 
something like that:
  
http://www.anathas.org/ayin/wesnoth/tutorial/tutorial3.png
+
http://wesnoth.org/wiki-images/multi-hex/tutorial3.png
  
 
The, the last rule, with 100% probability (the probability key could have been omitted) will apply. It will place a
 
The, the last rule, with 100% probability (the probability key could have been omitted) will apply. It will place a
 
mountain tile on the places where no other mountain tile was placed. The final mountain range will look like that:
 
mountain tile on the places where no other mountain tile was placed. The final mountain range will look like that:
  
http://www.anathas.org/ayin/wesnoth/tutorial/tutorial4.png
+
http://wesnoth.org/wiki-images/multi-hex/tutorial4.png
  
 
== Village with a tower ==
 
== Village with a tower ==

Latest revision as of 08:22, 8 April 2014

(quickly written, I'll explain it more in detail when I have more time -- Ayin)

First example: mountains

Suppose we have the following map to fill with mountain tiles:

tutorial1.png

And we have the following images to fill it:

  • tile1: tile1.png
  • tile2: tile2.png
  • tile5: tile5.png

We will use the following three rules to fill the mountains. Beware: Spaces into maps do matter!

[terrain_graphics]
        map="
.,   1
,  .
.,   1
,  .
.,   1
,  1
1"
        [tile]
                pos=1
                type=Mm
        [/tile]
        probability=30
        no_flag="base"
        set_flag="base"
        [image]
                layer=-1000
                name=tile5
        [/image]
[/terrain_graphics]
[terrain_graphics]
        map="
.
,  1
1"
        [tile]
                pos=1
                type=Mm
        [/tile]
        probability=30
        no_flag="base"
        set_flag="base"
        [image]
                layer=-1000
                name=tile2
        [/image]
[/terrain_graphics]
[terrain_graphics]
        [tile]
                x=0
                y=0
                type=Mm
        [/tile]
        probability=100
        no_flag="base"
        set_flag="base"
        [image]
                layer=-1000
                name=tile1
        [/image]
[/terrain_graphics]

The first rule, regarding the biggest mountains, will apply first. It will include, with 30% probability, the big 5-tile mountain range. This will make, for example, something like this.

tutorial2.png

The second rule will then apply. Note that the previous rule had set the "built-m" flag, thus preventing the mountains from the second rule to overlap the place where the first mountains already have been placed. The result will be something like that:

tutorial3.png

The, the last rule, with 100% probability (the probability key could have been omitted) will apply. It will place a mountain tile on the places where no other mountain tile was placed. The final mountain range will look like that:

tutorial4.png

Village with a tower

To add a building with a tower that spans over 2 hexes, you may use the following rule (Tt being the character representing the building hex)

[terrain_graphics]
     map="*, 1"
     [tile]
         pos=1
         type=Tt
     [/tile]
     [image]
         name=tower # a 36x72 image
         position=vertical
         base=36,108
     [/image]
[/terrain_graphics]

Reference

Map:

'.' means "this rule does not apply to this hex" (i.e: no image will be set to this hex, this hex will not be checked for flags, etc).

'*' means "this rule applies to this hex, but this hex can be any terrain type".

Flags:

no_flag="built-m" means that the rule only matches if the flag "built-m" is not set.

set_flag="built-m" means that the rule, upon matching, sets the flag "built-m".

This page was last edited on 8 April 2014, at 08:22.