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Mapping
Mapping
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'''Mapping''' is the process of building and creating [https://ddnet.org/releases/ maps], the basis of DDNet's (and other modes') gameplay. Maps can be created by anyone, given they have the will and creativity to do so.
'''Mapping''' is the process of building and creating [https://ddnet.org/releases/ maps], the basis of DDNet's (and other modes') gameplay. Maps can be created by anyone, given they have the will and creativity to do so.
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Mapping also allows users to add their own design, sound, and aesthetic to maps, and can also be used for entities backgrounds, main menu themes, and more.
DDNet allows players to submit their own race maps on the [https://ddnet.org/discord DDNet Discord], where respective rules and guidelines can also be found.
Players can access the map editor interface by clicking on the editor in the main menu.
From any in-game screen, pressing {{key press|ctrl|shift|E}} will also take you directly to the map editor screen.
==Overview of the Editor Interface==
{{Todo|Update the interface section with visuals and instructions for the new editor visuals}}
Each labeled button in the editor interface has the following functionalities:
===[1] File===
File drop-down menu content
Opens a drop-down menu to create, load and save map files.
New {{key press|ctrl|N}}: new map file.
Load {{key press|ctrl|L}}: loads a map file.
Load Current Map {{key press|ctrl|alt|L}}: loads the current map, given the player is currently in-game or viewing a demo.
Append {{key press|ctrl|A}}: adds all the design elements from a selected map file to the current map.
Save {{key press|ctrl|S}}: saves the current map under its current name.
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.
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. 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.
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 {{key press|ctrl|shift|E}}: Exit the editor interface.
===[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: 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.
Brush coloring: 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.
Allow unused: allows placement of unused mappings in the map, a feature not commonly used in modern maps anymore.
Show info: 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.
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 {{Key press|ctrl|right click|chain=+}}
Show ingame entities: Render weapons, hearts, flags, etc as entities as if you were ingame.
===[4] File name===
Displays the name of the map file currently being edited as well as its file save path.
===[5] Editor state info===
Displays the attributes of the current map editor.
X, Y: indicates the current tile position of the map editor where the mouse cursor is located, with (0, 0) being the top left corner.
Z: indicates the scale value of the current map, which defaults to 200 on first load.
A: indicates the playback speed of the current map animation, default is 1.
G: indicates the size of the current map grid lines, default is 1.
22:50: local time.
===[6] Help===
Opens this page. {{Key press|F1}}
===[7] Exit===
Exit the editor interface. {{key press|ctrl|shift|E}}
===[8] Layers/Images/Sounds management===
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 {{key press|→}} will also switch to the image management interface, or pressing {{key press|←}} will switch to the sound management interface
====Layers====
Layers (left click) {{key press|→}}: Switch to Image management
Layers (right click) {{key press|←}}: 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 [https://wiki.ddnet.org/wiki/Automapper automapping rules].
====Images====
Images (left click) {{key press|→}}: Switch to Sound management
Images (right click) {{key press|←}}: 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) {{key press|→}}: Switch to Layer management
Sounds (right click) {{key press|←}}: 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 (Show High Details) {{key press|ctrl|H}}: preview the appearance of the current map in high quality mode.
▶ (Show animation) {{key press|ctrl|M}}: previews the animation effect set by the current map.
Proof (Show field of view boundary) {{key press|ctrl|P}}: previews the maximum field of view of the player in the default zoom level.
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
the white box line indicates the maximum range that can be observed with dynamic view turned on.
Zoom: preview what the player sees in the actual game.
Grid {{key press|ctrl|G}}: turns on grid lines.
===[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 {{key press|home}}: immediately focuses the view to the upper left corner of the map.
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.
====On specific layers====
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.
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