1. Guest, do you need help starting your own server? Take a look at our new guide with information and links to tutorials here.
  2. Guest, remember to add your server at our serverlist!

Remere's Map Editor Tutorial

Discussion in 'Mapping' started by Jacobs, Feb 7, 2017.

  1. Jacobs

    Jacobs Doing things Staff Member Administrator

    Joined:
    Feb 7, 2017
    Messages:
    85
    Likes Received:
    76
    Navigation:
    Getting started & about
    -------------------------------------------------
    First launch of RME | Settings
    -------------------------------------------------
    Map creation, changing a map's settings
    -------------------------------------------------
    Palettes - placing/removing objects, brushes, spawns, object properties, floors | Brush sizes, zone types, erasing tiles, door types, windows

    self reminder - add waypoints tutorial, map importing, importing monsters/npcs, exporting minimaps, shortcuts, extensions, teleporters, quest chest, map moving

    --placeholders
    Shortcuts:
    T - opens Terrain pallete
    H - opens House pallete
    I - opens Items pallete
    D - opens Doodad pallete
    C - opems Creature pallete
    R - opens RAW pallete
    X - rotates items

    Do not post anything here yet, thank you.

    //Work in progress
     
    Last edited by a moderator: Mar 4, 2017
    Erick Etchebeur likes this.
  2. Jacobs

    Jacobs Doing things Staff Member Administrator

    Joined:
    Feb 7, 2017
    Messages:
    85
    Likes Received:
    76
    Getting started & about

    Hello and please let me thank you first for visiting my Remere's Map Editor tutorial [​IMG]
    I'll be refering to it as RME.

    I will not only focus on basic functions, but also on the way RME works and how to customize it for one's needs, while also trying to maintain an updated troubleshooting list, so anyone could jump back in here and find a solution for any issue one might encounter, without the need to make a thread in our Support section.

    Please note that this is not a mapping tutorial, It's a tutorial about the most widely used program for mapping. If you are looking for a mapping tutorial itself, I recommend you Blackstone's mapping tutorial.

    In order to start following my tutorial, the RME itself is needed. I suggest you to download the newest version from Bunga Bunga Cloud or from remeresmapeditor.com. Please note that remere's official site is not up-to-date with Github, a site that allows anyone to commit to development of RME. OTRealm will keep updated and compiled versions of RME on the cloud. Also please note that it's possible for some features (settings) to not work properly on newer versions of RME.


    Let's get into it. I believe you've got your RME open now, and that the program opened fine without any errors, if unfortunately it didn't, head onto the troubleshooting section.​
     
    Last edited: Feb 8, 2017
  3. Jacobs

    Jacobs Doing things Staff Member Administrator

    Joined:
    Feb 7, 2017
    Messages:
    85
    Likes Received:
    76
    First launch of RME

    The first thing you will most likely encounter is this:
    [​IMG]

    In order for RME to work, the program needs to load data from game client files.
    You can navigate to the version that you were prompted to use, or simply press cancel & 2 OKs. You will end up on a gray screen with the top menu looking something like this:
    [​IMG]

    The first thing I would recommend you, is to head into File > Preferences > Client Version and choose a default client version that you plan on using. In this tab you can also navigate to every client version that the version of RME you use supports. These settings are then remembered by RME and thus you won't be asked to choose the client path again. Simply navigate into the client folder and press ok. Keep in mind that the client must have matching signatures of an official Tibia client. If those signatures don't match, RME can't read the client files. HalfAway guarantees his website to host only official clients.​
     
    Last edited: Feb 8, 2017
  4. Jacobs

    Jacobs Doing things Staff Member Administrator

    Joined:
    Feb 7, 2017
    Messages:
    85
    Likes Received:
    76
    Settings

    Let's explain settings and use appropriate settings, to ease our work as much as possible, while also making our mapping safe in case we manage to corrupt our map.
    Let's head into File > Preferences > General:
    [​IMG]
    Always make map backup - tick this one, this creates a backup of the map you're editing every couple of changes, backups get put in the same folder as the map you're editing, with edited names as dates
    Create map on startup - when opening RME a fresh clean map is created, not necessary
    Check for updates on startup - RME isn't really updated officially anymore, not needed
    Open all maps in the same instance - like webpages in a browser, allows having more maps of same version open
    Undo queue size - how many times can you use "step backwards"
    Undo maximum memory size - maximum total memory size that "step backwards" can use
    Worker threads - the amount of CPU cores RME uses, the more cores - the faster program, but higher CPU usage
    Replace count - how many items can you replace at once on the map using the replace tool

    Let's move into Preferences > Editor:
    [​IMG]
    Group same-type actions - tick, improves performance by grouping actions that are in consecutive order
    Warn for duplicate IDs - tick, helps from having duplicates of IDs
    House brush remove items - when using house brush, this will remove items placed on these grounds, not needed
    Auto-assign door IDs - assigns unique IDs to doors place by door brush - if using RAW you won't ever use this anyways [​IMG]
    Doodad brush only erases same - broken?
    Eraser leaves unique items - when using eraser, containers with items, or items with unique or action ID aren't removed
    Auto create spawn when placing creature - automatically places spawn when placing a creature (if no spawn is present in the area)
    Prevent top order conflict - disallows placing items with same toporder from RAW, these items can still be moved manually
    Use merge move - broken?
    Use merge paste - broken?

    Let's move into Preferences > Graphics:
    -mostly just own-preference settings
    [​IMG]
    Hide items when zoomed out - saves performance when zooming out a map, because these little 32x32 pixel items wouldn't be visible to an human eye anyways
    Use icon selection shadow - pretty much marks the chosen icon more visibly
    Use memcached sprites - loads whole sprite file into memory on startup - quicker, but takes more memory, instead of only loading necessary sprites
    Icon background color - on palettes, choose which color an object should have as background - white usually fits best
    Cursor color - self explanatory
    Secondary cursor color - self explanatory
    Screenshot directory - where to save screenshots (F11 key)
    Screenshot format - which format to save your F11 screenshots as

    Preferences > Interface
    -self explanatory, try what fits you the best​
     
    Last edited: Feb 8, 2017
  5. Jacobs

    Jacobs Doing things Staff Member Administrator

    Joined:
    Feb 7, 2017
    Messages:
    85
    Likes Received:
    76
    Map creation, changing a map's settings

    We're gonna create our first map now. In order to do that, you can simply navigate to File > New, or if you have your "Create map on startup" setting ticked, it's created automatically, to know whether it is, you can look on the map name:
    [​IMG]

    We have our fresh map created, now you may wonder how big the map is, what version does it use, how to change it's name and where is it saved.

    Let's head into Map > Properties:
    [​IMG]
    Map Description - here we can add description of our map
    Map Version - 0.6.1 - it's the way a map is saved, not recommended to change
    Client Version - that's the actual map version that your server distribution can use, you can use older maps with newer distributions, but not vice-versa
    You can also downgrade a map - but keep in mind that new sprites will be missing in older versions, so it will most likely create map errors when doing so, unless the sprites were in the previous version.
    Upgrading a map is simple - only difference is the way teleports are held - you might need to reassign them - on that later.
    Map dimensions - this is the size of a map in pixels, Defaultly it's 2048x2048 tiles on 14 floors
    External house/spawn file - you can change their names in here, e.g. when wanting to load different save of monsters on the map


    When saving a fresh map, you will be automatically prompted to assign a name to it, but if you want to change a map's name, you can head into File > Save As

    You might have also noticed, that you can create more maps at the same time - which means you can also open more maps at the same time, right?
    Yes, but only if they're of the same version. RME is unable to load different data folders for different clients parallelly.​
     
    Last edited: Feb 8, 2017
  6. Jacobs

    Jacobs Doing things Staff Member Administrator

    Joined:
    Feb 7, 2017
    Messages:
    85
    Likes Received:
    76
    Palettes - placing/removing objects, brushes, spawns, object properties, floors

    On the left, there's a palette tab open now - if your client data were successfully loaded by RME
    [​IMG]
    Every palette has sub-categories, for example Terrain palette has Cave, Nature, Roofs, Snow, Stairs, Town Grounds, Town Stairs.
    In these categories you have pre-set brushes made by someone.
    Newer client versions might be missing brushes, but that doesn't mean those sprites aren't present. You will most likely find them in RAW Palette, under Others.
    In order to learn how to create your own palletes, visit @Silence's Palette adding tutorial.
    You can now head to any of the sub-categories and pick an object. Let's say you've headed into the cave sub and picked the dirt ground:
    [​IMG]
    You can place an object by clicking on the map - if an object is chosen, you can also click and drag, or you can also hold SHIFT + CLICK to create a bigger area:
    [​IMG]

    Once you release the mouse button, an area of dirt gets placed:
    [​IMG]

    Now you might be wondering, what is that gray border around, and how could you disable that.
    Once you progress further into mapping you will, hopefully, stop using autoborder at all. Autoborder makes maps look boring and rushed.
    You should always take your time to create maps. Just like scripting takes time, so does mapping. It's yours responsibility to improve - and you won't improve if you won't stop using autoborder.
    Autoborder limits you very hard on possibilities - see an example.
    [​IMG]

    There's shapes that you simply won't ever be able to recreate with autoborder.
    You won't be able to add little details into the ground with autoborder, such as:
    [​IMG]

    From now on, everything shown here will be worked on mostly without autoborder, in order to disable autoborder press your A key, or navigate into Edit > Border Options > Border Automagic - if unticked, it's disabled.

    Object properties: Now let's say that you've placed an object. You can right click and see it's menu:
    [​IMG]
    Copy Position lets you copy the coordinates of the selected object - useful when creating a town temple. More on that later.
    Select RAW selects the current item in the RAW Palette, while Select Groundbrush selects the current item - in this case a ground. *if added to a brush
    Browse Field let's you see all objects placed on the chosen tile, while Properties show additional information about the current object selected:
    [​IMG] [​IMG]
    Action ID and Unique ID serve for different kids of scripts.
    They can also serve for making an object unmoveable, but some Action IDs are engine-reserved for certain pre-set engine features - mostly with doors

    As you should probably know, tibia, by default, uses 16 floors, with the floor nr. 7 being the "default" floor.
    You can hold CTRL and scroll your mouse button onto higher/lower floors.
    You can also navigate into Floors and pick the floor you desire.
    Floors are very important as they allow you to create mountains, houses, complex caves and lots more:
    [​IMG] [​IMG]
     
    Last edited by a moderator: Mar 4, 2017
    LordVissie and Blez like this.
  7. Jacobs

    Jacobs Doing things Staff Member Administrator

    Joined:
    Feb 7, 2017
    Messages:
    85
    Likes Received:
    76
    Brush sizes, zone types, erasing tiles, door types, windows

    You might've noticed, that there are options for different brush sizes. You can either pick from rounded or squared brush types:
    [​IMG]
    You can choose, let's say a rounded brush with a bigger size, and when moving onto the map you can see that your cursor now has different size, you can now click and place your chosen object:
    [​IMG]

    But what happens when you place a wall? Quickly into Terrain Palette > Town Walls and choose some wall. Enable Autoborder this time by pressing the A key.
    [​IMG]
    Now, if you have chosen the rounded brush type you might be wondering why is it only allowing rounded walls. The answer is simple, houses aren't really rounded ;)

    Now, that you've placed your little/big house walls, let's take a look at those Tools above:
    [​IMG]
    The border tool serves the purpose of adding borders into tiles that don't have them. Depending on which side of your tile you want the border to be, you can click there and it will be added. You can also add mountain borders, if you've only placed those mountain tiles.*if set up in brushes
    Once again, we are going to be the best of the best, right? We won't use autoborder and nor will we use this tool.
    The erase tool serves as a simple eraser, However, it doesn't erase zone types and it doesn't erase grounds either. To erase grounds you need to hold CTRL.

    PZ tool serves as a protection zone tool. This is the tool we mostly use in depots, temples and areas that you don't want players attacking eachother, casting attack spells/runes nor monsters going in there and causing harm to anyone!
    NO-PVP tool is a non-pvp zone tool. This tool allows fighting monsters, but players are unable to fight eachother in the area. You can use this in some PvE arena for example.
    LOGOUT tool is a no-logout zone tool. This disables players from logging out. Even if they exit the client, they will stay logged in forever! *evil laughs* Players will of course be logged out from this zone in case of a server restart.
    PVP tool servers for pvp purposes - a arena where you want players to fight without gaining white skull.

    Now take a look on the lower row. There are these weird door-looking rectangles. You weren't wrong if you thought they're doors.
    As you may already know, there are different types of doors.
    From left to right:
    [​IMG]
    The normal door, which can be opened anytime and doesn't require any key/quest to be opened.
    Then you have the locked door - which require a key to unlock. Right-click those doors, head into properties and set an actiond id, the id will match the key, i. e. key 1337 will match doors with action id 1337
    Then there's experience doors - which require level to enter. To set a level requirement, you right click on the doors and head into properties. Set the action id to 1000+LevelRequired, i. e. for level 125 doors, the action id will be 1125.
    Then there are quest doors, which can only be openable if a quest is done/active - storage value is needed.
    Following are window tools, when using this tool on a wall a window with hatch will be placed instead of the wall - which can be used to open/close the window, the other one is a window without hatch - always open.
     
    Last edited: Feb 10, 2017
  8. Jacobs

    Jacobs Doing things Staff Member Administrator

    Joined:
    Feb 7, 2017
    Messages:
    85
    Likes Received:
    76
    Creating houses
    Now, let's consider that you've made your first house with objects.
    You've placed your walls, added some windows, doors and a proper floor.
    You might've also added stairs, maybe a ladder to get onto additional floors.
    Now you need to assign those tiles to an actual house. Houses then can be assigned into cities.
     
    Last edited: Feb 14, 2017
  9. Jacobs

    Jacobs Doing things Staff Member Administrator

    Joined:
    Feb 7, 2017
    Messages:
    85
    Likes Received:
    76
    reserving, WIP
     
  10. Jacobs

    Jacobs Doing things Staff Member Administrator

    Joined:
    Feb 7, 2017
    Messages:
    85
    Likes Received:
    76
    reserving, WIP
     
  11. Alscara

    Alscara Lua Scripter

    Joined:
    Feb 8, 2017
    Messages:
    40
    Likes Received:
    21
    Lookin' darn good so far
     
  12. Jacobs

    Jacobs Doing things Staff Member Administrator

    Joined:
    Feb 7, 2017
    Messages:
    85
    Likes Received:
    76
    Going to continue working on this tutorial in the upcoming weeks.
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.