[Top][All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
[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
[Prev in Thread] |
Current Thread |
[Next in Thread] |
- [Wesnoth-wiki-changes] BuildingMaps,
wiki <=