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The brainstorming session requires the map maker to create a creative and entertaining map entity through extraordinary imagination.
 
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Beyin fırtınası kısmı, harita yapımcısının hayal gücüyle yaratıcı ve eğlenceli bir harita yapmasını gerektirir.
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The mapping session requires the map maker to add a nice look to the map, the design process should generally be aesthetically pleasing to the public, and the information represented in each mapping should be clear enough and not ambiguous, while the overall design style should also generally be in line with the game's art style.
Haritalama kısmı, harita yapımcısının haritaya güzel bir görünüm katmasını gerektirir, tasarım aşamasında ortaya insanları memnun edecek bir iş koymalıdır ve her harita oluşturmada temsil edilen bilgiler yeterince açık olmalı ve belirsiz olmamalıdır, ayrıca genel tasarım stili de genellikle oyunun sanat tarzına uygun olmalıdır.
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The map test session requires the map maker to test the map he or she has made in order to find out any gameplay problems or texture design problems that have not yet been detected in the current map.
Harita testi kısmı, mevcut haritada henüz tespit edilmemiş herhangi bir oynanış problemini veya görsel tasarımı problemini bulmak için harita yapımcısının yaptığı haritayı test etmesini gerektirir.
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Oyuncular ana menüdeki düzenleyiciye tıklayarak harita düzenleyiciye erişebilirler.
Players can access the map editor interface by clicking on the editor in the main menu.
</div>


Ek olarak oyun içinde herhangi bir ekranda,  {{key press|ctrl|shift|E}} tuşlarına basmak sizi direkt olarak düzenleyiciye götürür.
Ek olarak oyun içinde herhangi bir ekranda,  {{key press|ctrl|shift|E}} tuşlarına basmak sizi direkt olarak düzenleyiciye götürür.


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<span id="Overview_of_the_Editor_Interface"></span>
== DDNet Map Creation Guidelines==
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==Editor arayüzüne genel bakış==
 
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If a player eventually wants their map to be published on the DDNet server, then the player must follow the following guidelines to create the map. Before uploading the map to DDNet's Discord server, please make sure that the player has tested the map completely, that the levels of the map run and operate smoothly, and that the design aspects have been fully completed.
</div>
 
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===In terms of game experience, we require that:===
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That each level should have enough space for the player to operate comfortably.
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The overall difficulty of the map should be balanced, without large fluctuations (e.g. no insertion of high star high level maps or even crazy map operations in the middle of a medium level map).
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there should be a way for other players to rescue in levels that are prone to failure
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level operations must not be too precise or difficult just for the sake of being difficult
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shall not make excessive use of special game entities, and at the same time shall not use special entities for fixing map level bugs
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shall not intentionally mislead or confuse the way the level operates
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Levels must not exploit bugs in the game's physics mechanics to achieve this.
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===In terms of visual effects, we require that:===
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all entities required by the player to pass the level must be clearly represented in the mapping.
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the decals or markers for different entities must be easily distinguishable.
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there must be a clear distinction between foreground and background.
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not to turn up the contrast and saturation too high, otherwise it will look uncomfortable.
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If there are signs, hints or warnings in the mapping layer, the "Turn Off Entities" marker must be added to the entity layer.
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If you use material from other maps, you need to get permission from the original author of the material before you can use it.
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===On other levels, we require:===
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That all players must pass the starting point.
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There should be time checkpoints on each map.
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===Additional notes:===
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On top of the above rules, it is important that the levels are unique and innovative, and that the maps have excellent mapping design. A simple map with good level design and good visuals will have a higher chance of being selected and uploaded to the DDNet server than a map with a wide variety of complex problems.
</div>
 
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==Overview of the editor interface==
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The following image shows the map editor page that comes with the game.
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[[File:Editor 3.png|800x800px]]
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Next, we will explain the purpose of each button in the editor interface one by one according to the content number on the picture.
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1. File: Used to create, read and save map files. In the drop-down menu that appears after clicking.[[File:Editor file.png|left|thumb|File drop-down menu content]]
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*New (New) {{key press|ctrl|N}}: New map file.
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*Read (Load) {{key press|ctrl|I}}: reads the map file.
</div>
</div>


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*Load Current Map {{key press|ctrl|alt|I}}: If you enter the editor screen during the game or during playback, clicking this button will load the map used in the current game.
{{Todo|Update the interface section with visuals and instructions for the new editor visuals}}
</div>
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*Append {{key press|ctrl|A}}: adds all the materials in a map file to the current map.
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[[File:Version 18.8 Editor.png|frameless|604x604px]]
*Save (Save) {{key press|ctrl|S}}: saves the current map.
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*Save As (Save As) {{key press|ctrl|shift|S}}: saves the current map under another file name, while continuing to edit the map under that file name.
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*Save Copy (Save Copy) {{key press|ctrl|shift|alt|S}}: saves the current map under another file name, but continues to edit the map under the original file name.
Şimdi, editor arayüzündeki her bir düğmenin amacını, resimdeki numarasına göre tek tek açıklayacağız.
</div>
</div>


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<span id="[1]_File"></span>
**When the map name used when saving a copy duplicates an existing file, the map will continue to be edited with that file name after completing the save.
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=== [1] File (Dosya) ===
</div>
</div>


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[[File:Editor file new.png|right|thumb|File menüsü içeriği]]
*Exit (Exit): Exit the editor interface.
</div>


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2. This area displays the name of the map file currently being read and its file save path.
Düğmeye tıklamak, harita dosyalarını oluşturmak, yüklemek ve kaydetmek için bir menü açar.
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
*<span class="mw-translate-fuzzy">New {{key press|ctrl|N}}: Yeni harita dosyası.</span>
3. This area displays the attributes of the current map editor.
*<span class="mw-translate-fuzzy">Read {{key press|ctrl|I}}: harita dosyasını okur.</span>
</div>
*<span class="mw-translate-fuzzy">Load Current Map {{key press|ctrl|alt|I}}: Oyun veya video sırasında editör ekranına girerseniz, bu butona tıklamak oyunda kullanılan haritayı yükler.</span>
*<span class="mw-translate-fuzzy">Append {{key press|ctrl|A}}: bir harita dosyasındaki tüm malzemeleri mevcut haritaya ekler.</span>
*<span class="mw-translate-fuzzy">Save {{key press|ctrl|S}}: mevcut haritayı kaydeder.</span>
*Save As {{key press|ctrl|shift|S}}: mevcut haritayı başka bir dosya adı altında kaydederken, haritayı o dosya adı altında düzenlemeye izin verir.
*Save Copy {{key press|ctrl|shift|alt|S}}: Bir kopyayı kaydederken kullanışmış olan harita adı hali hazırda olan bir dosyayı kopyaladığı vakit, kaydetme tamamlandığında harita düzenlenmeye o dosya adı altında devam eder.
*<span lang="en" dir="ltr" class="mw-content-ltr">Map details: Shows information about the map author, credits, version and a licence.</span>
*<span lang="en" dir="ltr" class="mw-content-ltr">Test map locally: Runs a local server with the current map and connects you to it. Automatically auths you into RCON.</span>
*Exit {{key press|ctrl|shift|E}}: Editor arayüzünden ayrılır.
<div style="clear:both;"></div>


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*X.Y: indicates the current position of the map editor where the mouse cursor is located, in grid.
</div>


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*Z: indicates the scale value of the current map, which defaults to 200 when the map is loaded in
===[2] Tools===
the editor.
</div>
</div>


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<div lang="en" dir="ltr" class="mw-content-ltr">
*A: indicates the playback speed of the current map animation, default is 1.
Opens a drop-down menu with various tools.
</div>
</div>


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* <span lang="en" dir="ltr" class="mw-content-ltr">Remove unused envelopes: Removes all unused envelopes from the map that are marked green in the envelopes tab.</span>
*G: indicates the size of the current map grid lines, default is 1.
* <span lang="en" dir="ltr" class="mw-content-ltr">Place Border: Adds a two-tile wide border to the current layer, using the texture of the selected layer's No. 2 map.</span>
</div>
* <span lang="en" dir="ltr" class="mw-content-ltr">Goto XY: Immediately focuses the view to a specific coordinate of the map. Clicking this button sets the coordinate in its drop-down menu, and then clicking the Go button focuses the view to that coordinate.</span>
* <span lang="en" dir="ltr" class="mw-content-ltr">Add tileart: Makes tileart.</span>


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*10:18: local time.
===[3] Settings===
</div>
</div>


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<div lang="en" dir="ltr" class="mw-content-ltr">
4. exit the editor interface.
Opens a drop-down menu with settings.
</div>
</div>


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*Entities: geçerli harita için kullanılması gereken yapı katmanı kategorisini seçer. Haritaya uygulanan oyun moduna bağlı olarak editörde seçilen yapı katmanı da farklı olmalıdır.
5. Function area, in order from left to right.
*<span class="mw-translate-fuzzy">Color: geçerli karonun ayarlanmış renginin ön izlenimini sunar, bu ayar kapatıldıktan sonra karonun orijinal renginin gösterir, haritaya konulmuş karolar bu ayardan etkilenmez.</span>
</div>
*<span class="mw-translate-fuzzy">(Unused) {{key press|ctrl|U}}: Kullanılmayan karoları yerleştirmeye olanak sağlar, artık modern haritalarda yaygın olarak kullanılmayan bir özellik.</span>
*<span class="mw-translate-fuzzy">Info {{key press|ctrl|I}}: yapının veya dokunun kimlik numarasını, doku animasyon izini, doku deformasyonunu ve yapı veya dokunun ayrıntılarının ön görünümünü sunar.</span>
*<span lang="en" dir="ltr" class="mw-content-ltr">Align quads: aligns the currently selected quad to other quads' pivot and corners.</span>
*<span lang="en" dir="ltr" class="mw-content-ltr">Show quads bounds: displays a pink dot showing the origin of the quad when it is moved.</span>
*<span lang="en" dir="ltr" class="mw-content-ltr">Auto map reload: Automatically reload the map on the local server when it is saved. Only works on local servers with auth.</span>
*<span lang="en" dir="ltr" class="mw-content-ltr">Select layers by tile: Select the layer the selected tile is from with {{Key press|ctrl|right click|chain=+}}</span>
*<span lang="en" dir="ltr" class="mw-content-ltr">Show ingame entities: Render weapons, hearts, flags, etc as entities as if you were ingame.</span>


<div lang="en" dir="ltr" class="mw-content-ltr">
<span id="[4]_File_name"></span>
*Show Details (HD) {{key press|ctrl|H}}: preview the appearance of the current map in high quality mode.
<div class="mw-translate-fuzzy">
=== [2] Filename(Dosya ismi) ===
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div class="mw-translate-fuzzy">
*Show animation (Anim) {{key press|ctrl|M}}: previews the animation effect set by the current map.
Bu alan, okunmakta olan harita dosyasının adını ve kaydetme yolunu gösterir.
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<span id="[5]_Editor_state_info"></span>
*Show field of view boundary (Proof) {{key press|ctrl|P}}: previews the maximum field of view of the player.
<div class="mw-translate-fuzzy">
=== [3] Editor state info(Editor konum bilgisi) ===
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div class="mw-translate-fuzzy">
**where the blue circle indicates the player's actual position, the red box line and green box line indicate the maximum range that can be observed at different resolutions, and the white box line indicates the maximum range that can be observed with dynamic view turned on.
Bu alan editorun niteliklerini görüntüler.
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
*<span class="mw-translate-fuzzy">X, Y: fare imlecinin editordeki mevcut konumunu gösterir.</span>
*Show in-game visuals (Zoom): preview what the player sees in the actual game.
*<span class="mw-translate-fuzzy">Z: Editor yüklendiğinde varsayılan olarak 200 olan, haritanın yakınlık değerini gösterir.</span>
</div>
*A: haritanın animasyon oynatma hızını gösterir, varsayılan değer 1'dir.
*G: haritanın çizgi boyutunu gösterir, varsayılan değer 1'dir.
*<span class="mw-translate-fuzzy">10:18: yerel saat.</span>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
*Show Grid (Grid) {{key press|ctrl|G}}: turns on grid lines.
===[6] Help===
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
*Show Info (Info) {{key press|ctrl|I}}: previews the details of the entity or texture, including but not limited to the ID of the entity or texture, the texture animation track, and the texture deformation.
Opens this page. {{Key press|F1}}
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<span id="[7]_Exit"></span>
*Place Unused (Unused) {{key press|ctrl|U}}: allows placement of unused mappings in the map, a feature not commonly used in modern maps anymore.
<div class="mw-translate-fuzzy">
=== [4] Exit(Çıkış) ===
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
Editor arayüzünden çıkar. {{key press|ctrl|shift|E}}
*Show Color (Color): previews the color set by the current brush, after closing the brush will show the original color match, but does not affect the color set by the placed mapping.
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<span id="[8]_Layers/Images/Sounds_management"></span>
*Entitles: select the category of entity layer that needs to be used for the current map. Depending on the game mode applied to the map, the entity layer selected in the editor should also be different.
<div class="mw-translate-fuzzy">
=== [5] Display functions(Ekran işlevleri) ===
Haritanın nasıl gözüktüğünü değiştiren ekran işlevleri.
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
6. Field of view adjustment area, in order from left to right.
In this area you can manage different groups of layers including the physics layer.
</div>
By clicking on the three buttons, you can add images and sound resources to the map.
Layer management area, here is responsible for managing the map's layer groups and layers, as well as the invocation of the mapping material, picture material, and sound material.
Pressing {{key press|→}} will also switch to the image management interface, or pressing {{key press|←}} will switch to the sound management interface
</div>  


<div lang="en" dir="ltr" class="mw-content-ltr">
<span id="Layers"></span>
*Expanded field of view (ZO) {{key press|numpad-}}: expands the field of view of the operation area by 50 points of scale value each time.
<div class="mw-translate-fuzzy">
==== Katmanlar ====
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
*Layers (sol tık) {{key press|→}}: Görüntü yönetimine geç
**Scrolling the mouse wheel down also expands the field of view by 20 scale points per scroll, expanding the field of view in this way up to a maximum of 2000 scale points.
*<span lang="en" dir="ltr" class="mw-content-ltr">Layers (right click) {{key press|←}}: Switch to Sound management</span>
</div>
*<span lang="en" dir="ltr" class="mw-content-ltr">Click "Add group" at the bottom to add a new group.</span>
*<span lang="en" dir="ltr" class="mw-content-ltr">Right-click a group to set the parameters of that group</span>
*<span lang="en" dir="ltr" class="mw-content-ltr">Right-click a layer to set the parameters of that layer</span>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
*Restore field of view (1:1) {{key press|numpad*}}: restores the field of view to the default scale value.
{{todo|Explain right click menu in group and layer with images}}
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
*Reduce field of view (ZI) {{key press|numpad+}}: reduces the field of view of the operation area by 50 points of scale value at a time.
You can create and select your own [https://wiki.ddnet.org/wiki/Automapper automapping rules].
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
** Roll the mouse wheel upward to also reduce the field of view by 20 scale points per scroll frame, and reduce the field of view in this way up to 10 scale points.
====Images====
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
*Expanding or scaling the field of view by clicking buttons or pressing shortcut keys has no maximum and minimum scale value, and the scale value can even reach negative values. When the scale value is negative, the map as a whole is upside down.
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
*<span lang="en" dir="ltr" class="mw-content-ltr">Images (left click) {{key press|→}}: Switch to Sound management</span>
7. Brush function area, in order from left to right.
*<span lang="en" dir="ltr" class="mw-content-ltr">Images (right click) {{key press|←}}: Switch to Layer management</span>
</div>
*<span lang="en" dir="ltr" class="mw-content-ltr">Click the Add button to add image clips from the default clip folder to the map file.</span>
*<span lang="en" dir="ltr" class="mw-content-ltr">Embedded area means the clips of this series have been embedded in the map file, when downloading the map, this kind of file will be included in the map file volume.</span>
*<span lang="en" dir="ltr" class="mw-content-ltr">External area means that the material of this series is located outside the map, it is the default material in the game, when downloading the map, this kind of file will not be counted in the map file volume. When the map needs to call the image material of this area, it will directly call the file with the same name from the player's local default material library.</span>                           
**<span lang="en" dir="ltr" class="mw-content-ltr">Regardless of the location of the clip, when the clip file is white or red (selected), it means the clip is being used by the map; when the clip file is blue or purple (selected), it means the clip is not yet used by the map.</span>
*<span lang="en" dir="ltr" class="mw-content-ltr">Left-click on a file that has been added to preview the image in the right workspace, and right-click on the file to perform the following actions.</span>                           
**<span lang="en" dir="ltr" class="mw-content-ltr">Read: Overwrite the clip by calling a file with the same name directly from the default clip library.</span>
**<span lang="en" dir="ltr" class="mw-content-ltr">Replace: select a clip file to overwrite the clip.</span>
**<span lang="en" dir="ltr" class="mw-content-ltr">Remove: removes the clip file.</span>
**<span lang="en" dir="ltr" class="mw-content-ltr">When right-clicking on a file in the External area, an additional Embed option will appear to move the file into the Embedded area.</span>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
*Horizontal flip (X/X) {{key press|N}}: flips the contents of the brush horizontally.
====Sounds====
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
*<span lang="en" dir="ltr" class="mw-content-ltr">Sounds (left click) {{key press|→}}: Switch to Layer management</span>
*Vertical flip (Y/Y) {{key press|M}}: flips the contents of the brush vertically.
*<span lang="en" dir="ltr" class="mw-content-ltr">Sounds (right click) {{key press|}}: Switch to Image management</span>
</div>
*<span lang="en" dir="ltr" class="mw-content-ltr">Click the Add button to add sound clips from the default clip folder to the map file. Currently DDNet game editor only accepts opus format audio files.</span>
*<span lang="en" dir="ltr" class="mw-content-ltr">Right-click on a file to perform the following actions.</span>                           
**<span lang="en" dir="ltr" class="mw-content-ltr">Read: Overwrite a clip by calling a file with the same name directly from the default clip library.</span>
**<span lang="en" dir="ltr" class="mw-content-ltr">Replace: select a clip file to overwrite the clip.</span>
**<span lang="en" dir="ltr" class="mw-content-ltr">Remove: Remove the clip file.</span>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
*Rotation angle (90°): the angle at which the content in the brush is turned each time it is rotated, which can be modified by holding down this button and sliding the mouse left and right, holding down {{key press|shift}} during the modification process for more precise modification.
===[9] Display functions===
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
**You can only choose from 90°, 180° and 270° angles.
Changes how the map is displayed.
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
*HD (Yüksek Detay) {{key press|ctrl|H}}: haritanın görünümünü yüksek kalite modunda ön görünümünü sunar.
*Counterclockwise rotation (CCW) {{key press|R}}: rotates the contents of the brush counterclockwise at an angle.
*<span class="mw-translate-fuzzy">Anim (Animasyonları göster) {{key press|ctrl|M}}: harita tarafından ayarlanan animasyon efektinin ön görünümünü sunar.</span>
</div>
*Proof (Show field of view boundary) {{key press|ctrl|P}}: oyuncunun varsayılan yakınlaştırma değerindeki maksimum görüş alanının ön görünümünü sunar.                           
**mavi daire: oyuncunun bulunduğu konumu gösterir
**kırmızı ve yeşil kutu çizgisi, farklı çözünürlüklerdeki görülebilen maksimum alanı gösterir.
**beyaz kutu çizgisi, dinamik kamera açıkken görülebilen maksimum aralığı gösterir.
*Zoom: oyuncunun oyunda göreceğinin ön görünümünü sunar.
*Grid {{key press|ctrl|G}}: ızgara çizgilerini açar.


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<div lang="en" dir="ltr" class="mw-content-ltr">
*Clockwise rotation (CW) {{key press|T}}: rotates the content in the brush clockwise at a certain angle.
===[10] Context dependent actions===
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
8. Layer management area, here is responsible for managing the map's layer groups and layers, as well as the invocation of the mapping material, picture material, and sound material.
Additional buttons that will change depending on the selected layer.
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
*In the layer management interface.
====On all layers====
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
**Click the Layer button to switch the editor interface to the image management interface, while the button changes to Images.
When any layer is selected, the following buttons appear:
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
***Pressing {{key press|→}} will also switch to the image management interface, or pressing {{key press|←}} will switch to the sound management interface.
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
*<span lang="en" dir="ltr" class="mw-content-ltr">Refocus {{key press|home}}: immediately focuses the view to the upper left corner of the map.</span>
**Click Add group to add a new layer group.
*<div lang="en" dir="ltr" class="mw-content-ltr">
Destructive mode {{key press|ctrl|D}}: When Destructive mode is enabled, the area the brush passes over will be completely covered and the texture of this area will be replaced; when Destructive mode is disabled, the area the brush passes over will only be filled with the location that is not filled with the texture.
</div>
</div>


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<div lang="en" dir="ltr" class="mw-content-ltr">
**Right-click a layer group to set the parameters of that layer group, and right-click a layer to set the parameters of that layer (to be explained in detail).
====On specific layers====
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
*<span lang="en" dir="ltr" class="mw-content-ltr">When Switch layer is selected: '''Switch''' {{Key press|ctrl|T}}: Set the number of the next placed switch layer entity. In the drop-down menu: Number is used to set the number, Delay is used to set the number of additional information, and F (shortcut: {{Key press|ctrl|F}}) is used to automatically set the unused number.</span>
*In the image management interface.
*<span lang="en" dir="ltr" class="mw-content-ltr">When Speedup layer is selected: '''Speedup''' {{Key press|ctrl|T}}: Set the parameters for the next placement of the speedup entity. In the drop-down menu, Force is used to set how much speed the belt can provide, Max Speed is used to set the maximum speed you can have at the belt, and Angle is used to set the direction of the belt.</span>
</div>
*<span lang="en" dir="ltr" class="mw-content-ltr">When the Tele layer is selected: '''Tele''' {{Key press|ctrl|T}}: Sets the number of the next entity to be placed in the transmission area. The drop-down menu: Number is used to set the number, and F (shortcut: {{Key press|ctrl|F}}) is used to automatically set the unused number.</span>
*<span lang="en" dir="ltr" class="mw-content-ltr">When Tune layer is selected: '''Tune''' {{Key press|ctrl|T}}: Set the number of the next placed adjustment zone entity. In its drop-down menu, Zone is used to set the number.</span>
*<span lang="en" dir="ltr" class="mw-content-ltr">When the Quads layer is selected: '''Add Quad''' {{Key press|ctrl|Q}}: Adds a picture set by the current layer to the workspace. If no picture is set for that layer, a plain white square of 2*2 grid size is added by default.</span>
*<span lang="en" dir="ltr" class="mw-content-ltr">When the Sounds layer is selected. '''Add Sound''' {{Key press|ctrl|Q}}: Adds a sound set by the current layer to the workspace.</span>


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<span id="[11]_Zoom"></span>
**Click the Images button to switch the editor interface to the sound management interface, and the button changes to Sounds.
<div class="mw-translate-fuzzy">
=== [6] Zoom(Yaklaştırma) ===
Görüş alanı ayarlama işlevi, açıklamalar soldan sağa doğru sıralanmıştır.
</div>
</div>


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<div lang="en" dir="ltr" class="mw-content-ltr">
***Pressing {{key press|→}} will also switch to the sound management interface, or pressing {{key press|←}} will switch to the layer management interface.
Field of view adjustment functionality.
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
Butonlara tıklayarak veya kısayol tuşlarına basarak görüş alanını genişletmenin veya ölçeklendirmenin maksimum ve minimum ölçek değeri yoktur ve ölçek değeri negatif değerlere bile ulaşabilir. Ölçek değeri negatif olduğunda, harita bir bütün olarak alt üst olur.
**Click the Add button to add image clips from the default clip folder to the map file.
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
**Embedded area means the clips of this series have been embedded in the map file, when downloading the map, this kind of file will be included in the map file volume.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
**External area means that the material of this series is located outside the map, it is the default material in the game, when downloading the map, this kind of file will not be counted in the map file volume. When the map needs to call the image material of this area, it will directly call the file with the same name from the player's local default material library.
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
*<span class="mw-translate-fuzzy">ZO (Uzaklaştırma) {{key press|numpad-}}: çalışma alanının görüş mesafesini her seferinde 50 ölçek değeri kadar genişletir.</span>                           
***Regardless of the location of the clip, when the clip file is white or red (selected), it means the clip is being used by the map; when the clip file is blue or purple (selected), it means the clip is not yet used by the map.
**Fare tekerleğini aşağı kaydırmak da görüş mesafesini 20 ölçek değeri kadar genişletir ve bu şekilde görüş alanını maksimum 2000 ölçek noktasına kadar genişletebilir.
</div>
*<span class="mw-translate-fuzzy">1:1 {{key press|numpad*}}: çalışma alanının görüş mesafesini varsayılan ölçek değerine geri getirir.</span>
*<span class="mw-translate-fuzzy">ZI (Yakınlaştırma) {{key press|numpad+}}: çalışma alanının görüş mesafesini her seferinde 50 ölçek değeri kadar yakınlaştırır.</span>                           
**Fare tekerleğini dikey yönde hareket ettirmek, her hareket başına çalışma alanının görüş mesafesini 20 ölçek değeri kadar değiştirir. Çalışma alanının görüş mesafesi ölçek değeri en fazla 2000, en az 10 olabilir.


<div lang="en" dir="ltr" class="mw-content-ltr">
<span id="[12]_Undo/Redo"></span>
**Left-click on a file that has been added to preview the image in the right workspace, and right-click on the file to perform the following actions.
<div class="mw-translate-fuzzy">
=== [7] Seçme aracı işlevi ===
Açıklamalar soldan sağa şeklindedir:
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
***Readd: Overwrite the clip by calling a file with the same name directly from the default clip library.
Undos or redos your actions. Also check [[Mapping#%5B17%5D History|history]].
</div>
</div>  


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
***Replace: select a clip file to overwrite the clip.
*← (Undo) {{Key press|ctrl|z}}: Undo last action.
*→ (Redo) {{Key press|ctrl|y}}: Redo last action.
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
***Remove: removes the clip file.
===[13] Brush functionality===
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
*<span class="mw-translate-fuzzy">X/X (Yatay çevirme) {{key press|N}}: Seçilmiş içeriği yatay olarak döndürür.</span>
****When right-clicking on a file in the External area, an additional Embed option will appear to move the file into the Embedded area.
*<span class="mw-translate-fuzzy">Y/Y (Dikey çevirme) {{key press|M}}: Seçilmiş içeriği dikey olarak döndürür.</span>
</div>
*<span class="mw-translate-fuzzy">CCW (Saat yönünün tersine döndürme) {{keyy press|R}}: seçilen içeriği saat yönünün tersine bir açıyla döndürür.</span>
*90° (Döndürme açısı): seçilen içeriğin her döndürüldüğünde döndürüldüğü açı, bu düğmeyi basılı tutarak ve fareyi sola ve sağa kaydırarak değiştirilebilir, daha hassas değişiklik için değişiklik işlemi sırasında {{key press|shift}} tuşuna basılı tutun.               
**<span class="mw-translate-fuzzy">Yalnızca 90°, 180° ve 270° açılar arasından seçim yapabilirsiniz.</span>
*<span class="mw-translate-fuzzy">CW (Saat yönünde döndürme) {{tuşa basma|T}}: seçilen içeriği belirli bir açıyla saat yönünde döndürür.</span>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
*In the Sound Management screen.
===[14] Color picker===
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
**Clicking the Sounds button switches the editor interface to the Layer management interface, and the button changes to Layer.
Temporarily saves colors, which can be accessed later.
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
* <span lang="en" dir="ltr" class="mw-content-ltr">Color pipette {{Key press|ctrl|shift|c|chain=+}}: Picks a color from the screen by clicking on it and saves it to the color picker.</span>
***Pressing {{key press|}} will also switch to the layer management interface, or pressing {{key press|}} will switch to the image management interface.
* <span lang="en" dir="ltr" class="mw-content-ltr">Color picker: Click to edit the color.</span>         
</div>
** <span lang="en" dir="ltr" class="mw-content-ltr">Copy color to clipboard {{Key press|shift|right click|chain=+}}</span>
** <span lang="en" dir="ltr" class="mw-content-ltr">Paste color from clipboard{{Key press|shift|left click|chain=+}}</span>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
**Click the Add button to add sound clips from the default clip folder to the map file.
===[15] Mapping area===
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
***Currently DDNet game editor only accepts opus format audio files.
Workspace, where all the components needed for the map are placed.
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
**Right-click on a file to perform the following actions.
{{todo|Explain in more detail}}
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
***Readd: Overwrite a clip by calling a file with the same name directly from the default clip library.
===[16] Hint area===
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
***Replace: select a clip file to overwrite the clip.
When the mouse hovers over a button, the hint area will appear with the function of the button and a keyboard shortcut for the button function.
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
***Remove: Remove the clip file.
===[17] History===
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
9. Additional ribbon, the buttons in this ribbon will change depending on the selected layer.
Opens a resizable window that displays previous actions. Also check [[Mapping#%5B12%5D Undo/Redo|undo/redo]].
</div>
</div>  


<div lang="en" dir="ltr" class="mw-content-ltr">
*<span lang="en" dir="ltr" class="mw-content-ltr">Editor: Displays changes made in the [[Mapping#%5B15%5D Mapping area|mapping area]].</span>
*When any layer is selected, the following buttons appear.
*<span lang="en" dir="ltr" class="mw-content-ltr">Envelope: Displays changes made in the [[Mapping#%5B19%5D Envelopes|envelope]] window.</span>
</div>
*<span lang="en" dir="ltr" class="mw-content-ltr">Settings: Displays changes to the [[Mapping#%5B18%5D Server settings|server settings]].</span>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
**Focus (Refocus) {{key press|home}}: immediately focuses the view to the upper left corner of the map.
Clicking on an action in the list will undo all actions above it.
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
**Goto XY: immediately focuses the view to a specific coordinate of the map. Clicking this button sets the coordinate in its drop-down menu, and then clicking the Go button focuses the view to that coordinate.
===[18] Server settings===
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
**Destructive mode {{key press|ctrl|D}}: When Destructive mode is enabled, the area the brush passes over will be completely covered and the texture of this area will be replaced; when Destructive mode is disabled, the area the brush passes over will only be filled with the location that is not filled with the texture.
Opens a resizable window that can be used to change server and map behavior.
</div>
</div>  


<div lang="en" dir="ltr" class="mw-content-ltr">
[[File:Server settings.png|alt=An example command: sv_solo_server 1 # This is a comment!|thumb|381x381px|<span lang="en" dir="ltr" class="mw-content-ltr">The resizable window along with examples.</span>]]
*When Game or Tile layer is selected.
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
**Add Border: Adds a two-frame border to the current layer, using the texture of the selected layer's No. 2 map.
The text field accepts both [[Settings_and_Commands#Map_Settings|map settings]] and [[Settings and Commands#Tunings|tunings]], which will for example set the map to a solo one, or invert the gravity in an area with a specific tune. Settings and their values will be highlighted the text field and their meanings revealed in the [[Mapping#%5B16%5D Hint area|hint area]]. Current settings will be shown in a list below the text field. Comments can also be added at the end of a command or as a separate line using the # symbol.
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
*When Switch layer is selected.
===[19] Envelopes===
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
[[File:The envelope editor.png|thumb|<span lang="en" dir="ltr" class="mw-content-ltr">Example animation of a basic color change</span>]]
**Switch setting (Switch) {{Key press|ctrl|A}}: Set the number of the next placed switch layer entity. In the drop-down menu: Number is used to set the number, Delay is used to set the number of additional information, and F (shortcut: {{Key press|ctrl|F}}) is used to automatically set the unused number.
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
*When Speedup layer is selected.
Opens a resizable window that can be used to animate various things in your map.
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
**Switch setting (Switch) {{Key press|ctrl|A}}: Set the number of the next placed switch layer entity. In the drop-down menu: Number is used to set the number, Delay is used to set the number of additional information, and F (shortcut: {{Key press|ctrl|F}}) is used to automatically set the unused number.
{{Todo|Explain how to use the env. editor}}
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
[[File:Envelope example.gif|thumb|<span lang="en" dir="ltr" class="mw-content-ltr">The animation ingame</span>]]
*When Speedup layer is selected.
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
**Speedup (Speedup) {{Key press|ctrl|A}}: Set the parameters for the next placement of the speedup entity. In the drop-down menu, Force is used to set how much speed the belt can provide, Max Speed is used to set the maximum speed you can have at the belt, and Angle is used to set the direction of the belt.
To make an envelope, click on either the Pos+, Color+ or Sound+ buttons. On any envelope, going from left to right, you have:
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
*When the Tele layer is selected.
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
*<span lang="en" dir="ltr" class="mw-content-ltr">Envelope selection - Click either the - or + symbols to go back and forth. The left value shows you which envelope you're on and the right value shows you how many envelopes there are in total.</span>
**Transmission Area Settings (Tele) {{Key press|ctrl|A}}: Sets the number of the next entity to be placed in the transmission area. The drop-down menu: Number is used to set the number, and F (shortcut: {{Key press|ctrl|F}}) is used to automatically set the unused number.
**<span lang="en" dir="ltr" class="mw-content-ltr">The field is green or red, depending on if the envelope is in use or not.</span>
</div>
*<span lang="en" dir="ltr" class="mw-content-ltr">Name field - Use this to give a name to your envelope for better organization.</span>  
**<span lang="en" dir="ltr" class="mw-content-ltr">The name is optional, and can be left blank.</span>
*<span lang="en" dir="ltr" class="mw-content-ltr">Envelope values - These values change depending on the envelope type (position, color, sound)</span>
*<span lang="en" dir="ltr" class="mw-content-ltr">Sync - Optionally synchronize this envelope to the server time, instead of the client time.</span>
*<span lang="en" dir="ltr" class="mw-content-ltr">Zoom - Zooms out the envelope editor. Holding {{Key press|shift}} zooms out vertically.</span>
**<span lang="en" dir="ltr" class="mw-content-ltr">You can also use the scroll wheel to zoom, or simply click the middle magnifying glass to automatically fit the entire curve in the editor.</span>
*<span lang="en" dir="ltr" class="mw-content-ltr">Envelope repositioning - Use either button to move the envelope in the list of envelopes, as seen in the envelope selection.</span>
*<span lang="en" dir="ltr" class="mw-content-ltr">X - Delete the current envelope</span>
*<span lang="en" dir="ltr" class="mw-content-ltr">Pos+ - Will create a position envelope</span>
**<span lang="en" dir="ltr" class="mw-content-ltr">Position envelopes have 3 values: The X-axis (X), the Y-axis (Y) and the rotation (R).</span>
**<span lang="en" dir="ltr" class="mw-content-ltr">Position envelopes can only be applied to quads, by right clicking their pivot, the green square, and selecting a Pos. Env.</span>
*<span lang="en" dir="ltr" class="mw-content-ltr">Color+ - Will create a color envelope</span>
**<span lang="en" dir="ltr" class="mw-content-ltr">Color envelopes have 4 values: Red (R), green (G), blue (B) and opacity or alpha (A).</span>
**<span lang="en" dir="ltr" class="mw-content-ltr">Color envelopes can be applied to tile layers and quads, but not quad layers. Either right click a tile layer in the [[Mapping#%5B8%5D Layers/Images/Sounds management|layer section]] or the pivot of a quad.</span>
**<span lang="en" dir="ltr" class="mw-content-ltr">By right clicking a point in the editor, you're able to use a color picker, instead of manually editing the individual values.</span>
*<span lang="en" dir="ltr" class="mw-content-ltr">Sound+ - Will create a sound envelope</span>
**<span lang="en" dir="ltr" class="mw-content-ltr">Sound envelopes have only one value: Volume (V)</span>
**<span lang="en" dir="ltr" class="mw-content-ltr">Sound envelopes can only be applied to individual sounds and not the layer, similar to quads.</span>
*<span lang="en" dir="ltr" class="mw-content-ltr">Undo/redo - Will undo or redo the last change in the envelope editor. Also see [[Mapping#%5B17%5D History|history]]</span>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
*When Tune layer is selected.
==The Basics of Mapping==
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
**Adjustment Zone Setting (Tune) {{Key press|ctrl|A}}: Set the number of the next placed adjustment zone entity. In its drop-down menu, Zone is used to set the number.
Moving around in the editor can be done with either {{Key press|w}}{{Key press|a}}{{Key press|s}}{{Key press|d}} or  {{Key press|middle click}}. Maps typically consist of quads and tiles, which separate into game tiles and visual tiles.
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
*When the Quads layer is selected.
Explanations of the game tiles can be seen on [https://ddnet.org/explain this site]. As their names imply, game tiles are what your tee interacts with, while visual tiles serve as decoration, or as a way to mark game tiles in design.
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
**Add Quad {{Key press|ctrl|Q}}: Adds a picture set by the current layer to the workspace. If no picture is set for that layer, a plain white square of 2*2 grid size is added by default.
To place tiles, first select a tile layer from the [[Mapping#%5B8%5D Layers/Images/Sounds management|layer section]] and hold down {{Key press|space}} Pick a tile to place by {{Key press|left clicking}} it and making a brush. Place tiles by releasing {{Key press|space}} and holding down {{Key press|left click}} and moving your mouse. Brushes can be cleared with {{Key press|right click}}.
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
*When the Sounds layer is selected.**Add Sound (Add Sound) {{Key press|ctrl|Q}}: Adds a sound set by the current layer to the workspace.
Quads can be placed on the map by selecting a quad layer, then clicking on Add quad at [[Mapping#%5B10%5D Context dependent actions|the top]]. Quads can be changed in multiple ways.
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
10. workspace, where all the components needed for the map are placed (to be explained in detail).
*Resizing the quad is done by holding down {{Key press|left click}} on one of the red dots at the corners and dragging them around
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
11. hint area, when the mouse hovers over a button, the hint area will appear with the function of the button.
*Recoloring the quad is done either trough color envelopes or trough {{Key press|right clicking}} the red dots at the corners and using the color picker
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
12. server settings: here is responsible for adding the server instructions applicable to the current map, usually need special mechanisms of the map will be used (to be explained in detail).
*Moving the quad is done by holding down {{Key press|left click}} on the green dot at the middle of the quad and dragging it around
**Holding {{Key press|shift}} while doing so will move around the pivot point of the quad, which is useful for:
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
13. Envelope animation: this is responsible for setting the animation effect in the map (to be explained in detail).
*Rotating the quad, which is done either trough position envelopes or by tapping {{Key press|r}} after clicking the green pivot once.
Generally, quads should only be used when using tiles isn't viable, since quads are worse on performance and the map's file size than normal tiles. For example: the map background, the logo and credits of the map or decorations that can't be made with tiles.
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
<!--To-do items.
See [[LAN Server]] or [[Trashmap]] for info about hosting and testing your map in game.
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
{{todo|
Explain in detail what is marked "to be explained in detail" above.
Explain in detail what is marked "to be explained in detail" above.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
Full explanation of the features in the editor.
Full explanation of the features in the editor.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
Discuss the similarities and differences between modern maps and traditional and classical maps, or discuss their backstories.
Discuss the similarities and differences between modern maps and traditional and classical maps, or discuss their backstories.
Write a short tutorial on mapping.}}
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">
Write a short tutorial on mapping. -->
==External Resources==
</div>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
*<span lang="en" dir="ltr" class="mw-content-ltr">[https://forum.ddnet.org/viewtopic.php?f=35&t=2419 Mapping ABC] by Index</span>
== External Resources ==
*<span lang="en" dir="ltr" class="mw-content-ltr">[https://forum.ddnet.org/viewtopic.php?f=16&t=2420 Link list]  including lots of mapping resources by Index</span>
</div>
*<span lang="en" dir="ltr" class="mw-content-ltr">[https://www.youtube.com/watch?v=t0ljtNtiijU DDRaceNetwork - How to Use the Map Editor] by Nick Joy</span>
 
*<span lang="en" dir="ltr" class="mw-content-ltr">[https://www.youtube.com/watch?v=UXZnF17TgEQ Teeworlds - How to map a DDRACE map. - Part 1] by Aoe</span>
<div lang="en" dir="ltr" class="mw-content-ltr">
*<span lang="en" dir="ltr" class="mw-content-ltr">[https://www.youtube.com/watch?v=tKuv4nn3nIo Teeworlds - How to map a DDRACE map. - Part 2] by Aoe</span>
*[https://forum.ddnet.org/viewtopic.php?f=35&t=2419 Mapping ABC] by Index
*<span lang="en" dir="ltr" class="mw-content-ltr">[https://www.teeworlds.com/forum/viewtopic.php?id=11094 Maps Envelope Tutorial] by 2gethR</span>
* [https://forum.ddnet.org/viewtopic.php?f=16&t=2420 Link list]  including lots of mapping resources by Index
* [https://www.youtube.com/watch?v=t0ljtNtiijU DDRaceNetwork - How to Use the Map Editor] by Nick Joy
* [https://www.youtube.com/watch?v=UXZnF17TgEQ Teeworlds - How to map a DDRACE map. - Part 1] by Aoe
* [https://www.youtube.com/watch?v=tKuv4nn3nIo Teeworlds - How to map a DDRACE map. - Part 2] by Aoe
* [https://www.teeworlds.com/forum/viewtopic.php?id=11094 Maps Envelope Tutorial] by 2gethR
* [https://forum.ddnet.org/viewtopic.php?t=2428 Automapper Tutorial] by timakro
*[https://forum.ddnet.org/viewtopic.php?f=9&t=722 Mapper rules] for DDNet map testing process by jao
</div>

Latest revision as of 04:42, 12 April 2025

Beyin fırtınası kısmı, harita yapımcısının hayal gücüyle yaratıcı ve eğlenceli bir harita yapmasını gerektirir.

Haritalama kısmı, harita yapımcısının haritaya güzel bir görünüm katmasını gerektirir, tasarım aşamasında ortaya insanları memnun edecek bir iş koymalıdır ve her harita oluşturmada temsil edilen bilgiler yeterince açık olmalı ve belirsiz olmamalıdır, ayrıca genel tasarım stili de genellikle oyunun sanat tarzına uygun olmalıdır.

Harita testi kısmı, mevcut haritada henüz tespit edilmemiş herhangi bir oynanış problemini veya görsel tasarımı problemini bulmak için harita yapımcısının yaptığı haritayı test etmesini gerektirir.

Oyuncular ana menüdeki düzenleyiciye tıklayarak harita düzenleyiciye erişebilirler.

Ek olarak oyun içinde herhangi bir ekranda, ctrl+⇧ Shift+E tuşlarına basmak sizi direkt olarak düzenleyiciye götürür.

Editor arayüzüne genel bakış

TODO: Update the interface section with visuals and instructions for the new editor visuals



Şimdi, editor arayüzündeki her bir düğmenin amacını, resimdeki numarasına göre tek tek açıklayacağız.

[1] File (Dosya)

File menüsü içeriği

Düğmeye tıklamak, harita dosyalarını oluşturmak, yüklemek ve kaydetmek için bir menü açar.

  • New ctrl+N: Yeni harita dosyası.
  • Read ctrl+I: harita dosyasını okur.
  • Load Current Map ctrl+alt+I: Oyun veya video sırasında editör ekranına girerseniz, bu butona tıklamak oyunda kullanılan haritayı yükler.
  • Append ctrl+A: bir harita dosyasındaki tüm malzemeleri mevcut haritaya ekler.
  • Save ctrl+S: mevcut haritayı kaydeder.
  • Save As ctrl+⇧ Shift+S: mevcut haritayı başka bir dosya adı altında kaydederken, haritayı o dosya adı altında düzenlemeye izin verir.
  • Save Copy ctrl+⇧ Shift+alt+S: Bir kopyayı kaydederken kullanışmış olan harita adı hali hazırda olan bir dosyayı kopyaladığı vakit, kaydetme tamamlandığında harita düzenlenmeye o dosya adı altında devam eder.
  • Map details: Shows information about the map author, credits, version and a licence.
  • Test map locally: Runs a local server with the current map and connects you to it. Automatically auths you into RCON.
  • Exit ctrl+⇧ Shift+E: Editor arayüzünden ayrılır.


[2] Tools

Opens a drop-down menu with various tools.

  • Remove unused envelopes: Removes all unused envelopes from the map that are marked green in the envelopes tab.
  • Place Border: Adds a two-tile wide border to the current layer, using the texture of the selected layer's No. 2 map.
  • Goto XY: Immediately focuses the view to a specific coordinate of the map. Clicking this button sets the coordinate in its drop-down menu, and then clicking the Go button focuses the view to that coordinate.
  • Add tileart: Makes tileart.

[3] Settings

Opens a drop-down menu with settings.

  • Entities: geçerli harita için kullanılması gereken yapı katmanı kategorisini seçer. Haritaya uygulanan oyun moduna bağlı olarak editörde seçilen yapı katmanı da farklı olmalıdır.
  • Color: geçerli karonun ayarlanmış renginin ön izlenimini sunar, bu ayar kapatıldıktan sonra karonun orijinal renginin gösterir, haritaya konulmuş karolar bu ayardan etkilenmez.
  • (Unused) ctrl+U: Kullanılmayan karoları yerleştirmeye olanak sağlar, artık modern haritalarda yaygın olarak kullanılmayan bir özellik.
  • Info ctrl+I: yapının veya dokunun kimlik numarasını, doku animasyon izini, doku deformasyonunu ve yapı veya dokunun ayrıntılarının ön görünümünü sunar.
  • Align quads: aligns the currently selected quad to other quads' pivot and corners.
  • Show quads bounds: displays a pink dot showing the origin of the quad when it is moved.
  • Auto map reload: Automatically reload the map on the local server when it is saved. Only works on local servers with auth.
  • Select layers by tile: Select the layer the selected tile is from with ctrl+right click
  • Show ingame entities: Render weapons, hearts, flags, etc as entities as if you were ingame.

[2] Filename(Dosya ismi)

Bu alan, okunmakta olan harita dosyasının adını ve kaydetme yolunu gösterir.

[3] Editor state info(Editor konum bilgisi)

Bu alan editorun niteliklerini görüntüler.

  • X, Y: fare imlecinin editordeki mevcut konumunu gösterir.
  • Z: Editor yüklendiğinde varsayılan olarak 200 olan, haritanın yakınlık değerini gösterir.
  • A: haritanın animasyon oynatma hızını gösterir, varsayılan değer 1'dir.
  • G: haritanın çizgi boyutunu gösterir, varsayılan değer 1'dir.
  • 10:18: yerel saat.

[6] Help

Opens this page. F1

[4] Exit(Çıkış)

Editor arayüzünden çıkar. ctrl+⇧ Shift+E

[5] Display functions(Ekran işlevleri)

Haritanın nasıl gözüktüğünü değiştiren ekran işlevleri.

In this area you can manage different groups of layers including the physics layer. By clicking on the three buttons, you can add images and sound resources to the map. Layer management area, here is responsible for managing the map's layer groups and layers, as well as the invocation of the mapping material, picture material, and sound material. Pressing will also switch to the image management interface, or pressing will switch to the sound management interface

Katmanlar

  • Layers (sol tık) : Görüntü yönetimine geç
  • Layers (right click) : Switch to Sound management
  • Click "Add group" at the bottom to add a new group.
  • Right-click a group to set the parameters of that group
  • Right-click a layer to set the parameters of that layer
TODO: Explain right click menu in group and layer with images

You can create and select your own automapping rules.

Images


  • Images (left click) : Switch to Sound management
  • Images (right click) : Switch to Layer management
  • Click the Add button to add image clips from the default clip folder to the map file.
  • Embedded area means the clips of this series have been embedded in the map file, when downloading the map, this kind of file will be included in the map file volume.
  • External area means that the material of this series is located outside the map, it is the default material in the game, when downloading the map, this kind of file will not be counted in the map file volume. When the map needs to call the image material of this area, it will directly call the file with the same name from the player's local default material library.
    • Regardless of the location of the clip, when the clip file is white or red (selected), it means the clip is being used by the map; when the clip file is blue or purple (selected), it means the clip is not yet used by the map.
  • Left-click on a file that has been added to preview the image in the right workspace, and right-click on the file to perform the following actions.
    • Read: Overwrite the clip by calling a file with the same name directly from the default clip library.
    • Replace: select a clip file to overwrite the clip.
    • Remove: removes the clip file.
    • When right-clicking on a file in the External area, an additional Embed option will appear to move the file into the Embedded area.

Sounds

  • Sounds (left click) : Switch to Layer management
  • Sounds (right click) : Switch to Image management
  • Click the Add button to add sound clips from the default clip folder to the map file. Currently DDNet game editor only accepts opus format audio files.
  • Right-click on a file to perform the following actions.
    • Read: Overwrite a clip by calling a file with the same name directly from the default clip library.
    • Replace: select a clip file to overwrite the clip.
    • Remove: Remove the clip file.

[9] Display functions

Changes how the map is displayed.

  • HD (Yüksek Detay) ctrl+H: haritanın görünümünü yüksek kalite modunda ön görünümünü sunar.
  • Anim (Animasyonları göster) ctrl+M: harita tarafından ayarlanan animasyon efektinin ön görünümünü sunar.
  • Proof (Show field of view boundary) ctrl+P: oyuncunun varsayılan yakınlaştırma değerindeki maksimum görüş alanının ön görünümünü sunar.
    • mavi daire: oyuncunun bulunduğu konumu gösterir
    • kırmızı ve yeşil kutu çizgisi, farklı çözünürlüklerdeki görülebilen maksimum alanı gösterir.
    • beyaz kutu çizgisi, dinamik kamera açıkken görülebilen maksimum aralığı gösterir.
  • Zoom: oyuncunun oyunda göreceğinin ön görünümünü sunar.
  • Grid ctrl+G: ızgara çizgilerini açar.

[10] Context dependent actions

Additional buttons that will change depending on the selected layer.

On all layers

When any layer is selected, the following buttons appear:


  • Refocus home: immediately focuses the view to the upper left corner of the map.

Destructive mode ctrl+D: When Destructive mode is enabled, the area the brush passes over will be completely covered and the texture of this area will be replaced; when Destructive mode is disabled, the area the brush passes over will only be filled with the location that is not filled with the texture.

On specific layers

  • When Switch layer is selected: Switch ctrl+T: Set the number of the next placed switch layer entity. In the drop-down menu: Number is used to set the number, Delay is used to set the number of additional information, and F (shortcut: ctrl+F) is used to automatically set the unused number.
  • When Speedup layer is selected: Speedup ctrl+T: Set the parameters for the next placement of the speedup entity. In the drop-down menu, Force is used to set how much speed the belt can provide, Max Speed is used to set the maximum speed you can have at the belt, and Angle is used to set the direction of the belt.
  • When the Tele layer is selected: Tele ctrl+T: Sets the number of the next entity to be placed in the transmission area. The drop-down menu: Number is used to set the number, and F (shortcut: ctrl+F) is used to automatically set the unused number.
  • When Tune layer is selected: Tune ctrl+T: Set the number of the next placed adjustment zone entity. In its drop-down menu, Zone is used to set the number.
  • When the Quads layer is selected: Add Quad ctrl+Q: Adds a picture set by the current layer to the workspace. If no picture is set for that layer, a plain white square of 2*2 grid size is added by default.
  • When the Sounds layer is selected. Add Sound ctrl+Q: Adds a sound set by the current layer to the workspace.

[6] Zoom(Yaklaştırma)

Görüş alanı ayarlama işlevi, açıklamalar soldan sağa doğru sıralanmıştır.

Field of view adjustment functionality.

Butonlara tıklayarak veya kısayol tuşlarına basarak görüş alanını genişletmenin veya ölçeklendirmenin maksimum ve minimum ölçek değeri yoktur ve ölçek değeri negatif değerlere bile ulaşabilir. Ölçek değeri negatif olduğunda, harita bir bütün olarak alt üst olur.


  • ZO (Uzaklaştırma) numpad-: çalışma alanının görüş mesafesini her seferinde 50 ölçek değeri kadar genişletir.
    • Fare tekerleğini aşağı kaydırmak da görüş mesafesini 20 ölçek değeri kadar genişletir ve bu şekilde görüş alanını maksimum 2000 ölçek noktasına kadar genişletebilir.
  • 1:1 numpad*: çalışma alanının görüş mesafesini varsayılan ölçek değerine geri getirir.
  • ZI (Yakınlaştırma) numpad+: çalışma alanının görüş mesafesini her seferinde 50 ölçek değeri kadar yakınlaştırır.
    • Fare tekerleğini dikey yönde hareket ettirmek, her hareket başına çalışma alanının görüş mesafesini 20 ölçek değeri kadar değiştirir. Çalışma alanının görüş mesafesi ölçek değeri en fazla 2000, en az 10 olabilir.

[7] Seçme aracı işlevi

Açıklamalar soldan sağa şeklindedir:

Undos or redos your actions. Also check history.

  • ← (Undo) ctrl+z: Undo last action.
  • → (Redo) ctrl+y: Redo last action.

[13] Brush functionality

  • X/X (Yatay çevirme) N: Seçilmiş içeriği yatay olarak döndürür.
  • Y/Y (Dikey çevirme) M: Seçilmiş içeriği dikey olarak döndürür.
  • CCW (Saat yönünün tersine döndürme) Template:Keyy press: seçilen içeriği saat yönünün tersine bir açıyla döndürür.
  • 90° (Döndürme açısı): seçilen içeriğin her döndürüldüğünde döndürüldüğü açı, bu düğmeyi basılı tutarak ve fareyi sola ve sağa kaydırarak değiştirilebilir, daha hassas değişiklik için değişiklik işlemi sırasında ⇧ Shift tuşuna basılı tutun.
    • Yalnızca 90°, 180° ve 270° açılar arasından seçim yapabilirsiniz.
  • CW (Saat yönünde döndürme) Template:Tuşa basma: seçilen içeriği belirli bir açıyla saat yönünde döndürür.

[14] Color picker

Temporarily saves colors, which can be accessed later.

  • Color pipette ctrl+⇧ Shift+c: Picks a color from the screen by clicking on it and saves it to the color picker.
  • Color picker: Click to edit the color.
    • Copy color to clipboard ⇧ Shift+right click
    • Paste color from clipboard⇧ Shift+left click

[15] Mapping area

Workspace, where all the components needed for the map are placed.

TODO: Explain in more detail

[16] Hint area

When the mouse hovers over a button, the hint area will appear with the function of the button and a keyboard shortcut for the button function.

[17] History

Opens a resizable window that displays previous actions. Also check undo/redo.

Clicking on an action in the list will undo all actions above it.

[18] Server settings

Opens a resizable window that can be used to change server and map behavior.

An example command: sv_solo_server 1 # This is a comment!
The resizable window along with examples.

The text field accepts both map settings and tunings, which will for example set the map to a solo one, or invert the gravity in an area with a specific tune. Settings and their values will be highlighted the text field and their meanings revealed in the hint area. Current settings will be shown in a list below the text field. Comments can also be added at the end of a command or as a separate line using the # symbol.

[19] Envelopes

Example animation of a basic color change

Opens a resizable window that can be used to animate various things in your map.

TODO: Explain how to use the env. editor
The animation ingame

To make an envelope, click on either the Pos+, Color+ or Sound+ buttons. On any envelope, going from left to right, you have:


  • Envelope selection - Click either the - or + symbols to go back and forth. The left value shows you which envelope you're on and the right value shows you how many envelopes there are in total.
    • The field is green or red, depending on if the envelope is in use or not.
  • Name field - Use this to give a name to your envelope for better organization.
    • The name is optional, and can be left blank.
  • Envelope values - These values change depending on the envelope type (position, color, sound)
  • Sync - Optionally synchronize this envelope to the server time, instead of the client time.
  • Zoom - Zooms out the envelope editor. Holding ⇧ Shift zooms out vertically.
    • You can also use the scroll wheel to zoom, or simply click the middle magnifying glass to automatically fit the entire curve in the editor.
  • Envelope repositioning - Use either button to move the envelope in the list of envelopes, as seen in the envelope selection.
  • X - Delete the current envelope
  • Pos+ - Will create a position envelope
    • Position envelopes have 3 values: The X-axis (X), the Y-axis (Y) and the rotation (R).
    • Position envelopes can only be applied to quads, by right clicking their pivot, the green square, and selecting a Pos. Env.
  • Color+ - Will create a color envelope
    • Color envelopes have 4 values: Red (R), green (G), blue (B) and opacity or alpha (A).
    • Color envelopes can be applied to tile layers and quads, but not quad layers. Either right click a tile layer in the layer section or the pivot of a quad.
    • By right clicking a point in the editor, you're able to use a color picker, instead of manually editing the individual values.
  • Sound+ - Will create a sound envelope
    • Sound envelopes have only one value: Volume (V)
    • Sound envelopes can only be applied to individual sounds and not the layer, similar to quads.
  • Undo/redo - Will undo or redo the last change in the envelope editor. Also see history

The Basics of Mapping

Moving around in the editor can be done with either wasd or middle click. Maps typically consist of quads and tiles, which separate into game tiles and visual tiles.

Explanations of the game tiles can be seen on this site. As their names imply, game tiles are what your tee interacts with, while visual tiles serve as decoration, or as a way to mark game tiles in design.

To place tiles, first select a tile layer from the layer section and hold down space Pick a tile to place by left clicking it and making a brush. Place tiles by releasing space and holding down left click and moving your mouse. Brushes can be cleared with right click.

Quads can be placed on the map by selecting a quad layer, then clicking on Add quad at the top. Quads can be changed in multiple ways.

  • Resizing the quad is done by holding down left click on one of the red dots at the corners and dragging them around
  • Recoloring the quad is done either trough color envelopes or trough right clicking the red dots at the corners and using the color picker
  • Moving the quad is done by holding down left click on the green dot at the middle of the quad and dragging it around
    • Holding ⇧ Shift while doing so will move around the pivot point of the quad, which is useful for:
  • Rotating the quad, which is done either trough position envelopes or by tapping r after clicking the green pivot once.

Generally, quads should only be used when using tiles isn't viable, since quads are worse on performance and the map's file size than normal tiles. For example: the map background, the logo and credits of the map or decorations that can't be made with tiles.

See LAN Server or Trashmap for info about hosting and testing your map in game.

TODO:

Explain in detail what is marked "to be explained in detail" above. Full explanation of the features in the editor. Discuss the similarities and differences between modern maps and traditional and classical maps, or discuss their backstories.

Write a short tutorial on mapping.

External Resources