Now, if you forgot to turn anti-aliasing off, WorldEd will probably pop up and tell you your image contains rogue colours, it will then list each rogue colour found along with the co-ordinates (in pixels) of every pixel with this rogue colour, you will need to open your images, find ALL of these pixels/colours, replace them with the correct colour(s) from step 2 then re-import into Worlded, otherwise you will end up with errors in your game world when it comes time to play. You MUST have at least your base map image and your veg image made and in the same folder before WorldEd will allow you to import a map image. Click ok on the sanity check (make sure you aren't accidentally overwriting the wrong mod etc) and WorldEd will do it's magic. MyMapMod) for your mod and click on select folder, then before you press ok, make sure "Assign generated maps to world" and "Report unknown colours" are both ticked, then click ok. Once done, click on File and then BMP to TMX, on the window that pops up, click on the 3 dots in export directory and create a new folder (e.g. Now, navigate to the folder where your map mod images are stored and drag and drop the base image (MyMap.BMP) into the WorldEd window, making sure it covers all the numbered squares correctly. Each one of these squares represents an in game Cell (300x300 tiles). 2 cells x 2 cells) and click ok, you will now see a number of numbered squares depending on the size of your map. Open TileZed, click on the Tools menu and then Click on WorldEd, this will open a new window, click on New, give it the size of your map (e.g. Once you have saved the veg map BMP, close that image and then close your PNG WITHOUT saving, unless you want your vegetation layers to be permanently merged, making it a lot harder to make edits, if needed, in the future. MyMap_veg.BMP) (if warned about flattening the image just select yes/continue/ok), note that this image MUST be saved with the same name as your base map BMP with the added "_veg" at the end, it must also be saved in the same folder as your base map BMP. You should now be left with 2 layers, a single vegetation layer, and your hidden base layer, save the image as a BMP (eg. To save this as a vegetation image, make sure your base layer is still hidden/unticked (so only your vegetation layers are visible) and then start merging your vegetation layers together, from the top down. Save your PNG now, you're going to make some temporary changes you dont want to save. Then work your way up through the other colours (creating new layers for each one, each one above the last in the order list) as needed, all the way to the dense forest one. Start off with using a seperate layer for each colour, starting with the Light long grass, just flood fill that entire layer with it, then drag your black "no veg" layer above it, this allows you to see the road/building layout easily. Now start drawing the other five colours (the ones you ignored when creating your base map) on places where you do want vegetation to spawn. On this new layer start by selecting the None(black) colour from above and flood fill all the roads (and any other area where you do not want vegetation to grow such as water, sand etc (erosion vegetation will still work fine)) and delete any/every other colour from this layer, leaving just the black areas you just created. png,have it above your base layer (it should put itself there automatically), copy your original layer and paste it onto the new layer, then hide/untick your base layer. MyMap.BMP) (if warned about flattening the image just select yes/continue/ok) it's now time to start drawing the vegetation map on a new layer.Ĭlose the BMP image you just saved and create a new layer on your original. Now you have created your base layer which should contain your main roads (using the dark asphalt colour), paths and side roads (light asphalt, dirt, gravel dirt), dirt, water, sand and grassy ground (dark/medium/light grass), save this image as a BMP (eg. Now you are ready to start drawing your base map, for now you should ignore all the colours listed after water as you will be drawing these onto separate vegetation map layers. Use your programs colour palette to enter the colours below using the RGB values given: Now you have your blank map image up and ready we need to setup the exact colours we will be using to draw the game world (when importing your image into WorldEd every pixel gets read and converted into the relevant tile (if the colour is recognised by WorldEd)).
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