Difference between revisions of "BuildingMaps"
From The Battle for Wesnoth Wiki
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== Wesnoth map data format == | == Wesnoth map data format == | ||
− | Map data is used to represent maps in Wesnoth. | + | Map data is used to represent maps in Wesnoth. The encoding for maps has a specific format: |
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− | The encoding for maps has a specific format: | ||
− | A map data file consists of any number of lines, each with the same number of characters. | + | * A map data file consists of any number of lines, each with the same number of characters. |
− | Each character must be either | + | * Each character must be either a letter specified in a ''letter'' key specifying a terrain (see [[TerrainLettersWML]]), or a digit. |
− | a letter specified in a ''letter'' key specifying a terrain (see [[TerrainLettersWML]]), or a digit. | + | * When the file is interpreted, each letter will be replaced by the terrain it refers to. |
− | When the file is interpreted, each letter will be replaced by the terrain it refers to. | + | * Each nonzero digit ''n'' where ''n'' = 1, 2, 3, ... will be replaced by keep, with the leader of side ''n'' placed on the keep. |
− | Each nonzero digit ''n'' will be replaced by keep, with the leader of side ''n'' placed on the keep. | ||
Since text file tiles are squares while game tiles are hexes, some tiles must be shifted. | Since text file tiles are squares while game tiles are hexes, some tiles must be shifted. | ||
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grrgg | grrgg | ||
rgggg | rgggg | ||
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+ | Map data is used in three ways. | ||
+ | # It is used as an input to the key ''map_data'' (see [[ScenarioWML]]). | ||
+ | # Files consisting entirely of map data can be read and edited easily by the [[WesnothMapEditor]]. | ||
+ | # Files in the folder '''~wesnoth/editor/maps/''' which consist entirely of map data can be played in multiplayer as user maps. | ||
== See Also == | == See Also == |
Revision as of 18:46, 15 September 2005
Wesnoth map data format
Map data is used to represent maps in Wesnoth. The encoding for maps has a specific format:
- A map data file consists of any number of lines, each with the same number of characters.
- Each character must be either a letter specified in a letter key specifying a terrain (see TerrainLettersWML), or a digit.
- When the file is interpreted, each letter will be replaced by the terrain it refers to.
- Each nonzero digit n where n = 1, 2, 3, ... will be replaced by keep, with the leader of side n placed on the keep.
Since text file tiles are squares while game tiles are hexes, some tiles must be shifted. Tiles in even-numbered columns are shifted down 1/2 of a tile. For example, to have a road of connected dirt ('r') tiles, the map data would look like this:
gggrr grrgg rgggg
Map data is used in three ways.
- It is used as an input to the key map_data (see ScenarioWML).
- Files consisting entirely of map data can be read and edited easily by the WesnothMapEditor.
- Files in the folder ~wesnoth/editor/maps/ which consist entirely of map data can be played in multiplayer as user maps.