Author Topic: [Tutorial] Getting started with the Editor - Part 3 : Layer Painting  (Read 1871 times)

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Offline WNG

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↜ Getting started with the Editor! by WNG ↝
Part 3 : Layer Painting



Introduction

Hello! This short guide will show you how to use the Layer Painting tool. It will allow you to add small details that are essential to make a good and clean map. We have briefly used this tool in the part II; this time we will explore it a bit more in-depth.

I may assume you have some basic knowledge and overlook some manipulations. Feel free to tell me if anything is unclear.

I. Fog/Lightning Layer

I. Fog/Lightning Layers:

This type of layer allows you to add fog effects to your maps and adjust the color of the ambient light. With these precise parameters, you have full control over the look of your areas. Let's start from this small section of map.

Spoiler for Hiden:

It is pretty bland and flavorless as of now, so let's fix it by clicking on the Layer Painting tool icon, on the toolbar. From the side menu, select "Fog/Lightning Layer" as type of layer and click New. This will create a new Fog layer.

You will be granted a brush to paint the zone you want to apply on. Click and drag to paint the area, and hold SHIFT while clicking to remove any paint (regardless of the layer selected.) You can also click+CTRL to fill the entire map with the selected layer. If you do not see the painted areas, make sure the View Layers option is checked in the side menu. You should also notice the blue arrow that has appeared, which accurately shows the layer you are currently in.

Spoiler for Hiden:

All that is nice, but our fog is non-existent. Let's add some fog now. There's two different types of fog you can use.

II. Depth Fog:

This type of fog appears in the distance, in front of the player. You can use the Near and Far Distance values to determine where it starts and where it ends. You can also adjust its opacity. Here's the initial map with a layer that uses this kind of fog.

Spoiler for Hiden:

III. Height Fog:

This type of fog appears from the bottom. It is working best when used in areas of high altitude. You can use the Top and Bottom Distance values to determine where it starts and where it ends. You can also adjust its opacity. Here's the initial map with a layer that uses this kind of fog.

Spoiler for Hiden:

IV. Color options:

The following array of options adjusts different settings to change the color of your fog (set above) on top of other miscellanous details such as light and ground color. Adjust them as you see fit to design your areas in every detail. Here's the initial map that now uses both kinds of fog with new color settings.

Spoiler for Hiden:

V. Import/Export:

If you wish to save your fog settings, you can use the Export button to save a file containing your fog data. You may then use the Import command to give a layer the same parameters.

II. Name Layer

This type of layer allows you to name your regions. Without a Name Layer, your map name would be blank and that's pretty undesirable. Let's fix this.

Creating a Name Layer is just as easy as a Fog Layer. Press New and get painting to define the boundaries of a named region.

Spoiler for Hiden:
Style Name: The name of your layer in the Editor. No effect in-game.
Localization Tag: The name of your region that will appear in-game. Leave your tag from ModStrings.txt here.
Cinematic Display: When the player enters this region, the name will display at the center of the screen.
Display Once: If true, Cinematic Display will only fire once ever.

When Cinematic Display is checked for that region, not only will it display in-game, but it will also display in the Editor. Note that the Editor will not recognize your ModStrings.txt tags, but it will still display normally in-game.

Spoiler for Hiden:

III. Sound Layer

This type of layer allows you to insert pre-determined music when the player enters it. Self-explanatory.

IV. Boss Layer

This type of layer fires a boss music, which stops when the boss dies. To function proprely, a monster tagged as Boss with a valid music file (set in its Monster Parameters) must be present in the zone layer.

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