Sure. Ill see if I cant briefly run through it. I’d, we’d love to have more help.
-There are 2 ways to gen map doodads. JSON and C++. We don’t talk about C++ here; either you know the code or you don’t. Thats well beyond a quick tutorial.
-JSON mapgen is pretty straightforward. You designate a bunch of symbols to spawn various furniture and terrain. The same symbol can be both furniture and terrain, which allows you to make unusual terrain and furniture combos. For instance, which chairs usually spawn inside, you can make them spawn in the dirt.
-All map tiles are 24 by 24 actual game-tiles. Everything in the game is a series of 24 by 24 tiles, and thus most things are modular.
-There are also ways to generate loot and items and traps and monsters and etc, but that can come after you get the place set up.
-This is the basic code for setting up a JSON mapgen tile:
{
"type": "mapgen",
"om_terrain": [
"cemetery_large_33"
],
"method": "json",
"weight": 100,
"object": {
"fill_ter": "t_dirt",
"rows": [
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" "
],
"terrain": {
".": "t_pavement_y",
"7": "t_backboard",
"|": "t_chainfence_v",
"-": "t_chainfence_h",
"+": "t_chaingate_c",
"H": "t_pavement",
"R": "t_pavement"
},
"furniture": {
"H": "f_bench",
"R": "f_trashcan"
}
}
This will generate a field of dirt, but it does have some basic coded symbols.
You see how the [.] period symbol says [pavement_y]? That means that a period represents a yellow pavement. You can find the id t_pavement_y in the terrain.json file.
You see the 24 by 24 field with quotation marks and commas? Thats where you put the period to make a yellow pavement. If you put it 5 tiles from the left and 6 down from the top, a yellow pavement will appear 5 tiles from the left and 6 from the top when you generate the map.
By adding more symbols that are represented below in that area you can build a whole map region. Its slower than C++, but much, much easier and quite percise.