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tutorials:community:sausage:tmx_to_orx [2015/10/30 13:32 (9 years ago)] – ↷ Links adapted because of a move operation 74.203.194.21en:tutorials:tools:tmx_to_orx [2022/06/23 05:34 (21 months ago)] (current) sausage
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-====== Using the TMX to ORX Converter ======+====== Using the TiledToOrx Converter ====== 
 + 
 +<WRAP center round box 90%> 
 +Source code for the converter can be found here: https://gitlab.com/sausagejohnson/tiledtoorx 
 +</WRAP> 
  
 1. Get a copy of Tiled Map Editor here [[http://www.mapeditor.org/]] 1. Get a copy of Tiled Map Editor here [[http://www.mapeditor.org/]]
  
-2. Get a copy of Tiled TMX to ORX Config Converter Tool [[http://orx-project.org/images/fbfiles/files/TiledToOrx.zip]]+2. Get the latest version of the TiledToOrx Config Converter Tool[[https://gitlab.com/sausagejohnson/tiledtoorx/raw/master/TiledToOrx.zip|TiledToOrx Download]] or use the [[https://tiledtoorx.alienabductionunit.com|Online Version]].
  
 3. Get your tiles image and check what your tile dimension is. I'm using a few tiles from Mushroom Stew and these are each 32 x 32 pixels: 3. Get your tiles image and check what your tile dimension is. I'm using a few tiles from Mushroom Stew and these are each 32 x 32 pixels:
Line 13: Line 18:
 {{ tutorials:community:sausage:tiled-new-map.png |}} {{ tutorials:community:sausage:tiled-new-map.png |}}
  
-4. Make sure orthogonal is set, your map size, and the width & height of the tiles.+5. Make sure orthogonal is set, your map size, and the width & height of the tiles.
  
-5. Select Map > New Tileset+6. Select Map > New Tileset
  
-6. Give the name as "Tiles" (without quotes). This will be used for naming the config graphics entries automatically later on.+7. Give the name as "Tiles" (without quotes). This will be used for naming the config graphics entries automatically later on.
  
-7. Browse to your tile set image.+8. Browse to your tile set image.
  
-8. Ensure the tiles dimensions are correct (32x32 in this case). Leave the rest default and click OK+9. Ensure the tiles dimensions are correct (32x32 in this case). Leave the rest default and click OK.
- +
-9. You MUST name each tile in your tile set by right-clicking on a tile and selecting "Tile Properties"+
- +
-{{ tutorials:community:sausage:naming-tiles.png |}} +
- +
-10. The name of the tile property MUST be "name" (without quotes) and the value can be whatever you want to call it. For example if you set: +
- +
-<code ini> +
-name="name" value="CornerLedge" +
-</code> +
- +
-the converter will create a: +
- +
-<code ini> +
-[CornerLedge@SomeNameGraphic] +
-</code> +
- +
-So name each and every tile. +
- +
-11. Next step, every tile position on the map MUST be filled. The converter doesn't support null tile placements. So in all your blank areas, paint your empty tile. (If this annoys people, let me know and I can build in null tile support).+
  
 {{ tutorials:community:sausage:map-populated.png |}} {{ tutorials:community:sausage:map-populated.png |}}
  
  
-12. Save your .tmx file with File > Save As+10. Save your .tmx file with File > Save As
  
-13. Load the converter tool. It will look like this:+11. Load the converter tool. It will look something like this:
  
 {{ tutorials:community:sausage:tmx-to-orx-interface.png |}} {{ tutorials:community:sausage:tmx-to-orx-interface.png |}}
  
-14. Start by browsing to your .tmx file. The ini save position will be automatically set as a default.+12. Start by browsing to your .tmx file.
  
-15Click "Preview" to see what the converter will produce. This will not save anything or populate your clipboard. If you are not happy with the results or names of objects, go back to Tiled and make adjustments.+13The lower pane will always show the current converted output
  
-16If you are happy with the outputyou can choose the "Output to ORX Config" radio button and click "Convert". This will save out to an INI file.+14From this point on, the converter will watch the original TMX file for changes. Any further work in Tiled will be automatically updated in the converter output pane.
  
-17If you would rather copy the data to the clipboard, select the "Send to Clipboard" radio button and click "Convert". You can then paste into your ORX project file(s).+15Click "Copy to Clipboard" to copy the entire contents to the clipboard. To copy part of the output, select the range with the mouse, then click the button. You can then paste the content into your Orx config file(s).
  
 Hopefully you should get something like the following: Hopefully you should get something like the following:
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 TextureSize = (32, 32, 0) TextureSize = (32, 32, 0)
  
-[LP@TilesGraphic] +[Tiles1@TilesGraphic] 
-TextureCorner = (0, 0, 0)+TextureOrigin = (0, 0, 0)
  
-[GR1@TilesGraphic] +[Tiles2@TilesGraphic] 
-TextureCorner = (32, 0, 0)+TextureOrigin = (32, 0, 0)
  
-[GR2@TilesGraphic] +[Tiles3@TilesGraphic] 
-TextureCorner = (64, 0, 0)+TextureOrigin = (64, 0, 0)
  
-[GR3@TilesGraphic] +[Tiles4@TilesGraphic] 
-TextureCorner = (96, 0, 0)+TextureOrigin = (96, 0, 0)
  
-[RP@TilesGraphic] +[Tiles5@TilesGraphic] 
-TextureCorner = (128, 0, 0)+TextureOrigin = (128, 0, 0)
  
-[B1@TilesGraphic] +[Tiles6@TilesGraphic] 
-TextureCorner = (0, 32, 0)+TextureOrigin = (0, 32, 0)
  
-[LIR@TilesGraphic] +[Tiles7@TilesGraphic] 
-TextureCorner = (32, 32, 0)+TextureOrigin = (32, 32, 0)
  
-[MIR@TilesGraphic] +[Tiles8@TilesGraphic] 
-TextureCorner = (64, 32, 0)+TextureOrigin = (64, 32, 0)
  
-[RIR@TilesGraphic] +[Tiles9@TilesGraphic] 
-TextureCorner = (96, 32, 0)+TextureOrigin = (96, 32, 0)
  
-[B2@TilesGraphic] +[Tiles10@TilesGraphic] 
-TextureCorner = (128, 32, 0)+TextureOrigin = (128, 32, 0)
  
-[GBL@TilesGraphic] +[Tiles11@TilesGraphic] 
-TextureCorner = (0, 64, 0)+TextureOrigin = (0, 64, 0)
  
-[BLIR@TilesGraphic] +[Tiles12@TilesGraphic] 
-TextureCorner = (32, 64, 0)+TextureOrigin = (32, 64, 0)
  
-[I@TilesGraphic] +[Tiles13@TilesGraphic] 
-TextureCorner = (64, 64, 0)+TextureOrigin = (64, 64, 0)
  
-[BRIR@TilesGraphic] +[Tiles14@TilesGraphic] 
-TextureCorner = (96, 64, 0)+TextureOrigin = (96, 64, 0)
  
-[GBR@TilesGraphic] +[Tiles15@TilesGraphic] 
-TextureCorner = (128, 64, 0)+TextureOrigin = (128, 64, 0)
  
 [TilesMap] [TilesMap]
-Map = GR3 #RP #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #RIR #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #RIR #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #RIR #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #LP #GR1 #GR2 #RP #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #RIR #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #LIR #RIR #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #RIR #B1 #B1 #LP #GR1 #GR2 #GR3 #RP #B1 #B1 #B1 #LIR #RIR #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #RIR #B1 #B1 #B1 #LIR #MIR #RIR #B1 #B1 #B1 #B1 #LIR #RIR #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #RIR #B1 #B1 #B1 #LIR #I #RIR #B1 #B1 #B1 #B1 #LIR #RIR #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #RIR #B1 #B1 #B1 #LIR #I #RIR #B1 #B1 #B1 #B1 #LIR #RIR #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #BRIR #GBR #GR3 #GBL #BLIR #I #BRIR #GBR #GR1 #GR2 #GBL #BLIR #BRIR #GBR #GR1 #GR2 #GR3 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 #B1 +Map = Tiles1 #Tiles1 #Tiles12 (etc etc)
 </code> </code>
  
-Any problemslet me know at[email protected].au +Now that you have a mapyou can use it in a game using a [[en:tutorials:mapping:semi-dynamic_objects_and_level_mapping|routine something like this]].
en/tutorials/tools/tmx_to_orx.1446237136.txt.gz · Last modified: 2017/05/30 00:50 (7 years ago) (external edit)