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[Wesnoth-wiki-changes] BuildingMaps


From: wiki
Subject: [Wesnoth-wiki-changes] BuildingMaps
Date: Fri, 5 Nov 2004 15:09 +0100

UserAgent: Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.7) Gecko/20040917 
Firefox/0.9.3
IP: 64.81.113.168
URI: http://wesnoth.slack.it/?BuildingMaps
 - - - - -
Index: BuildingMaps
===================================================================
RCS file: /home/wesnoth/cvsroot/wikiroot/BuildingMaps,v
retrieving revision 1.9
diff -u -r1.9 BuildingMaps
--- BuildingMaps        16 Oct 2004 12:58:38 -0000      1.9
+++ BuildingMaps        5 Nov 2004 14:09:50 -0000
@@ -1,18 +1,25 @@
 ||Wesnoth map data format||
 
 Map data is used to represent maps in Wesnoth.
-Each text file in ||data/maps/|| corresponds to a Wesnoth map.
-These text files must have a specific format.
+Map data is used in three ways.
+First, it is used as an input to the key //map_data// (see ScenarioWML).
+Second, files consisting entirely of map data
+can be read and edited easily by the WesnothMapEditor.
+Finally, files in the folder ||~wesnoth/editor/maps/||
+which consist entirely of map data
+can be played in multiplayer as user maps.
+
+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 TerrainLettersDefined, TerrainWML), or a digit.
+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// 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 tiles, the map data would look 
like this:
+For example, to have a road of connected dirt ('r') tiles, the map data would 
look like this:
 
  gggrr
  grrgg
@@ -20,7 +27,6 @@
 
 ||See Also||
 
-* WesnothMapEditor
 * ScenarioWML
 * ReferenceWML
 






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