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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 74.203.194.21 | en: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 |
+ | |||
+ | <WRAP center round box 90%> | ||
+ | Source code for the converter can be found here: https:// | ||
+ | </ | ||
1. Get a copy of Tiled Map Editor here [[http:// | 1. Get a copy of Tiled Map Editor here [[http:// | ||
- | 2. Get a copy of Tiled TMX to ORX Config Converter Tool [[http://orx-project.org/images/fbfiles/files/ | + | 2. Get the latest 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: | ||
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{{ tutorials: | {{ tutorials: | ||
- | 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 " | + | 7. Give the name as " |
- | 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: | + | |
- | + | ||
- | 10. The name of the tile property MUST be " | + | |
- | + | ||
- | <code ini> | + | |
- | name=" | + | |
- | </ | + | |
- | + | ||
- | the converter will create a: | + | |
- | + | ||
- | <code ini> | + | |
- | [CornerLedge@SomeNameGraphic] | + | |
- | </ | + | |
- | + | ||
- | So name each and every tile. | + | |
- | + | ||
- | 11. Next step, every tile position on the map MUST be filled. The converter doesn' | + | |
{{ tutorials: | {{ tutorials: | ||
- | 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 |
{{ tutorials: | {{ tutorials: | ||
- | 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. |
- | 15. Click " | + | 13. The lower pane will always show the current converted output. |
- | 16. If you are happy with the output, you can choose | + | 14. From this point on, the converter |
- | 17. If you would rather | + | 15. Click "Copy to Clipboard" |
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 = | + | Map = |
</ | </ | ||
- | Any problems, let me know at: [email protected].au | + | Now that you have a map, you can use it in a game using a [[en:tutorials: |