Академический Документы
Профессиональный Документы
Культура Документы
Battlefield 2D and all producers of this game are not in any way associated with EA, CICE, or any sister companies. No copyright infringement intended. We do not claim to own Battlefield or anything ridiculous of that sort.
Controls
WASD: Shift the view LMB: Creates the object RMB: Destroys the object at the mouse Right/ Left Arrows: Rotates the object at the mouse Ctrl+S: Saves the map Ctrl+O: Loads a map Ctrl+G: Hides or shows the grid Ctrl+1: Hides or shows the shadows. Hide shadows to increase performance. Ctrl+2: Hides or shows the terrain shaders. Hide shaders to increase performance. ESC: Leaves help dialog if open, otherwise exits the editor
Grid
The Editor works on a 32x32 grid. The blue sphere is where the object will be created when you left click. Notice that your mouse is not necessarily at that position as objects are created on the grid, not just where the mouse is located.
When creating apartment buildings, there is a special case the grid is 96x96 as each apartment building tile is 96x96 pixels. The autotile script for the apartment relies on the 96x96 grid to work.
Rotation
When you hover over an object, a light green sphere should appear at the center of the item followed by a white number. The white number is the angle of the object. When the light green sphere is visible, you may press the right or left arrow keys to rotate the object. But beware, as seen in the second picture, the wrong object may be rotated due to depth issues. This issue has yet to be addressed.
Interface
The menubar on top allows you to edit the Battlefield. Due to a glitch in the Netmenu system, the menubar does not function correctly in negative coordinates!
Shadows: 1 and Textures:1 simply means that the texture shaders and shadows are being drawn. Press Ctrl+1 and Ctrl+2 to toggle these settings if you are experiencing lag. The terrain tool means that you are currently creating texture shaders. When creating objects, it will become items tool.
Shaders
Shaders are useful for creating realistic environments as they blend in with the surroundings and creates subtle transitions. But be careful, as too many shaders will lower game performance, especially on large maps.
Backgrounds
Light Grass
Dry Grass
Sand
Flags
Flags are essentially spawn points. For each map, you must have at least one US Spawn Point and one Russian Spawn Point. The other items you see lying around are wrecks, found under the wrecks menu. Theyre just for fun
Auto-tiling
Autotiling only applies to the Apartment Building item. To create a cohesive apartment building as shown to the left, create one apartment building tile and move your mouse to the next grid position, as seen below. Left click to create another one.
Auto-tiling 2
This is how it should look:
And after creating 1 more: Dont freak out, this is supposed to happen.
Auto-tiling 3
Create one final one to complete the building!
Feel free to elongate the building! Just remember the buildings length and width must both consist of at least 2 tiles!
Auto-tiling 4
Too far! This will also mess up the script and the shadows!
Credits
Programming Venomous- Providing me valuable assistance/ map saving abilities Bleed- Inspiring this map editor/ grid drawing assistance TheSnidr- As usual, for creating W3D RobinT- Creator of NetMenu, which has been very helpful Mordi- Helping with several of the save and load functions Sirosky (me)- Programming the editor/ creating help file Graphics Masters- Creating the wrecks Reiner- Apartment building sprites