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Geometric props describe fixed geometry of a level. They are 3ds-objects that have rectangular cross section in the base. The sides of it should be multiples of grid horizontal spacing (5 meters). If props contain terrain slopes the height difference between the borders should be equal to grid vertical spacing. Each geometric prop can contain a child object defining the geometry for collisions with tanks. This kind of object should be a box, a center of which is located at the origin of the local coordinate system. The axis of the box should be directed along the axis of its local coordinate system.  
 
Geometric props describe fixed geometry of a level. They are 3ds-objects that have rectangular cross section in the base. The sides of it should be multiples of grid horizontal spacing (5 meters). If props contain terrain slopes the height difference between the borders should be equal to grid vertical spacing. Each geometric prop can contain a child object defining the geometry for collisions with tanks. This kind of object should be a box, a center of which is located at the origin of the local coordinate system. The axis of the box should be directed along the axis of its local coordinate system.  
One prop can have several textures which you can choose in the[[Map_Editor#Interface|settings menu]].
+
One prop can have several textures which you can choose in the [[Map_Editor#Interface|settings menu]].
  
 
<gallery widths=288px heights=377px>
 
<gallery widths=288px heights=377px>
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</gallery>
 
</gallery>
  
'''Спрайты'''
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'''Sprites'''
  
Для экономии памяти некоторые пропы представлены в виде спрайтов — плоских объектов, всегда развёрнутых к камере. Например, деревья и кустарники.
+
In order to save memory some props are represented as sprites – flat objects that are always deployed to the camera. For example trees and bushes.  
  
При построении карты спрайты следует добавлять в последнюю очередь. Для начала нужно протестировать основную геометрию на отсутствие [[Редактор_карт#Нюансы_и_проблемные_места|проблемных мест и учесть все нюансы]].
+
When constructing a map, sprites should be added last. First you need to test the main geometry to make sure  [[Map_Editor#Nuances_and_difficulties|there are no problem areas and take into account all the nuances]].
  
  
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По-умолчанию, все элементы снапятся (примагничиваются) по сетке. Для спрайтов и функциональных элементов эта опция может только мешать. Отключить её можно при помощи кнопки с магнитом в панели инструментов ([[File:Pic16.png]]). Спрайты при последующих загрузках могут «исчезнуть». Это связано с проблемами при сортировке в редакторе. Может получиться так, что они будут отображаться «под» поверхностью на которой стоят. Спрайт окажется на одном уровне с поверхностью, на которую его поставят.  
+
By default, all elements are snapped to the grid. This may be an obstacle in case of sprites and functional elements. You can turn it off by clicking on magnet icon on the toolbar ([[File:Pic16.png]]). Sprites may disappear on subsequent boots. This is due to the problems with sorting in the editor. It may happen that they will be displayed under the surface of which they are placed.  
  
Решить проблему можно следующим образом:
+
This problem may be solved as follows:
# выбрать в верхнем баре [[File:Pic17.png]];
+
# Choose [[File:Pic17.png]] in the upper bar;
# выделить все спрайты;
+
# Select all sprites;
# зажав V (вертикальное перемещение) потаскать их вверх-вниз, найдя нужное положение.
+
# Drag them whle holding V (vertical movement) to find the ideal position.
  
Для того, чтобы подстраховаться можно сделать так: добавить для каждой высоты уровня несколько спрайтов. Затем вышеописанным способом настроить высоты. Затем можно просто их копировать. При этом нужная высота сохранится. При этом нужно отключать снап.
+
Just to make sure it doesn’t happen you can add several sprites for each height level. Then you can adjust the height as it was stated before and simply copy sprites. The correct height will be saved. When doing this it’s necessary to switch off the snap function.
  
 
<gallery widths=500px heights=337px>
 
<gallery widths=500px heights=337px>
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</gallery>
 
</gallery>
  
'''Spawn-точки и бонусные регионы'''
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'''Spawn points and bonus zones'''
  
Spawn-точки указывают место появления и ориентацию танка. Могут быть трёх видов: жёлтые, использующиеся для определения мест появления в режиме DM, а также синие и красные, использующиеся для указания мест появления танков разных команд в командной игре (режимы TDM, CTF, CP). Должны стоять на уровне земли.
+
Spawn points define where tanks appear and which way they are facing. There are three types of spawn points: yellow which are used for DM battles as well as blue and red which are used to specify the places where tanks of two opposing team appear in team battles (TDM, CTF, CP modes). Spawn points must be placed on the ground level.
  
 
<gallery widths=305px heights=504px>
 
<gallery widths=305px heights=504px>
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</gallery>
 
</gallery>
  
Бонусные регионы указывают области, в пределах которых могут появиться бонусы, а также возможный тип этих бонусов. Имеют прямоугольное сечение в плане со сторонами, кратными горизонтальному шагу сетки. Тип выпадающих элементов из бонусных регионов задается в [[Редактор_карт#Интерфейс|окне свойств]]. Бонусные регионы должны быть строго над поверностью земли. Выше на 1-2 шага. Регионов с кристаллами должно быть 3-4 на уровень. Рекомендуется делать количество зон выпадения бонуса ускорения больше на 25 процентов, чем увеличения брони и урона.
+
Bonus zones indicate areas where bonuses may appear and define the types of possible bonuses. The zones should be rectangular with sides which are multiples of grid horizontal spacing. The type of dropped items is defined in the [[Map_Editor#Interface|properties window]]. Bonus zones should be located above ground, higher by 1-2 spaces. There should be 3-4 crystal bonus zones. It is also recommended to create 25% more double speed drop zones than double armor and double damage ones.
 +
Bonus zones indicate areas where bonuses may appear and define the types of possible bonuses. The zones should be rectangular with sides which are multiples of grid horizontal spacing. The type of dropped items is defined in the properties window. Bonus zones should be located above ground, higher by 1-2 spaces. There should be 3-4 crystal bonus zones. It is also recommended to create 25% more double speed drop zones than double armor and double damage ones.
  
==Порядок работы==
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==Method of work==
===Добавление пропа на карту===
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===Adding a prop to a map===
# выбрать нужный проп для вставки. На поле появляется зеленый полупрозрачный курсор, показывающий куда будет вставлен проп;
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# choose the prop you need to add. You will see a green translucent cursor showing where the prop will be placed;
# переместить курсор в нужное место при помощи мышки или стрелок клавиатуры;
+
# move the cursor to the required place using mouse or arrow keys on your keyboard;
# поднять/опустить на нужный уровень при помощи кнопок W и S;
+
# You can raise or lower the prop to a desired level using W and S keys;
# повернуть вокруг своей оси можно кнопками X и Z;
+
# The prop can be rotated around its axis using X and Z keys;
# для установки пропа на место нужно нажать пробел.
+
# Press spacebar to place a prop.
  
После добавления пропа, курсор станет красным. Два пропа не могут пересекаться (занимать одну и ту же клетку).
+
Once you’ve added a prop, the cursor will become red. Two props can’t overlap each other (occupy the same section of the grid).
  
Можно выбрать следующий элемент для вставки, либо отредактировать текущий.
+
You can choose next element for adding or edit the current one.
  
===Редактирование пропа на карте===
+
===Editing a prop on a map===
Для этого нужно кликнуть на нужный проп. При этом он окрасится в красный цвет. Теперь с помощью мыши или клавиатуры его можно передвигать и вращать, либо его можно удалить нажав Delete или C. Для копирования пропа нужно использовать мышь с зажатой кнопкой Shift (Drag+shift). Для того, чтобы сдвинуть проп на половину клетки, нужно нажать клавишу K.
+
To do that you need to click on the prop. After doign that it will be highlighted in red. Now using mouse and keyboard you can move and rotate it or delete it by pressing Delete or C. To copy a prop drag it while holding Shift. Press K to move a prop half a segment.
  
Также для пропа можно подбирать разные текстуры. Для этого нужно выбрать добавленный на карту проп, открыть окно настроек и выбрать нужную текстуру.
+
Also you can choose a texture for each prop. To do that you need to select a prop that you've added to the map, open the settigns menu and choose a texture.
  
 
<gallery widths=243px heights=427px>
 
<gallery widths=243px heights=427px>
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</gallery>
 
</gallery>
  
Разные текстуры чаще всего бывают у [http://ru.wikipedia.org/wiki/Тайловая_графика тайловых] пропов, из которых строится поверхность уровня.  
+
Tile props that are used to construct the level’s terrain often have different textures.
  
Если мы добавляем несколько одинаковых пропов и применяем к одному из них ту или иную текстуру, то при выборе другого пропа текстуру можно назначать при помощи кнопки пробел. Последняя выделенная текстура применится и к нему.  
+
If we add several identical props and apply a texture to one of them, you will be able to apply the same texture to other selected props by pressing spacebar. The last selected texture will apply to it.
  
Немного об устройстве этих текстур. Все они сделаны бесшовными, то есть стыкуются друг с другом без швов в любом направлении. Можно без проблем вращать проп, чтобы нужным боком повернуть, например, стык двух разных типов поверхности. Есть 1х1 тайлы (5х5 метров), есть 2х2 (10х10 метров), 2х1, 3х1, 3х2, 3х3.
+
Now a little more about the structure of these textures. All of them are made seamless. So they can be joined together without seams in any direction. There are 1x1 tiles (5x5 meters) as well as 2x2 (10x10 meters), 2x1, 3x1, 3x2 and 3x3 ones.  
  
===Навигация в пространстве===
+
===Navigation===
Для перемещения камеры в пространстве можно пользоваться средней кнопкой мыши. Поворот камеры: Alt+средняя кнопка. Для приближения и отдаления камеры используется колесо мыши. Когда выделен конкретный проп, колесо работает резче, а вращение выполняется вокруг выделения. Для того, чтобы вернуть курсор вставки, не выделяя пропа, нужно воспользоваться комбинацией клавиш Ctrl+click. Выделять можно рамкой, лучше при этом зажать Ctrl, чтобы не выделить проп под курсором и не потащить его. Добавить к выделению Shift+click, убрать из выделения Alt+Shift+click.
+
To move the camera you can use the middle button on your mouse. To rotate the camera use Alt+middle button. Use the scroll wheel to zoom in and out. When you choose a particular prop the wheel is more sensitive while the rotation is done around the highlighted object. To get back to the insert cursor without selecting a prop use Ctrl+click combination. You can select several objects in a frame, make sure you hold Ctrl not to select a prop under the cursor and not to drag it. You can add an item to selected ones using Shift+click, or remove it from selected by using Alt+Shift+click.
  
Два элемента на одно место ставить нельзя. Если перетаскивании это случайно произошло, то будет показано окно с ошибкой и предложением отменить последнее действие. Также проверить на пересечения элементов можно при помощи клавиши Q. При этом конфликтующие элементы будут подсвечены красным. Отменить последнее действие и перейти на шаг вперёд в истории можно при помощи клавиш Ctrl+Z и Ctrl+Y.
+
You can’t put two elements on one place. If it happened accidentally while dragging you will see an error window with a suggestion to undo the last action. Also you can check whether any elements are overlapped by pressing Q. The conflicting elements will be highlighted in red. You can  undo the last action and go a step forward using Ctrl+Z and Ctrl+Y.
  
===Экспорт/импорт файла карты===
+
===Exporting/importing a map file===
Карты в любой момент работы можно экспортировать в формат XML. Это делается при помощи главного меню File→Export Tanks map 1.x, либо сочетания клавиш Ctrl+T. При экспорте нужно указывать имя карты и обязательно добавлять расширение .xml .
+
You can convert a map into XML at any moment. You can do it in the main menu File→Export Tanks map 1.x or by using Ctrl+T. When exporting a map you need to specify its name and add .xml format.  
  
Для импорта карты в редактор нужно воспользоваться пунктами главного меню File→Import from tanks, либо сочетания клавиш Ctrl+T.
+
In order to import a map into the editor use File→Import from tanks or Ctrl+T.
  
===Тестирование карты в просмотровике TanksTestingTool===
+
===Testing a map in TanksTestingTool===
Для того, чтобы протестировать результаты работы можно загрузить карту в просмотровик Tanks Testing Tool. Для этого карту нужно:
+
In order to test the results of your work you can open your map in TanksTestingTool. To do that you need to:
# экпортировать карту в формат XML;
+
# Convert a map to XML;
# назвать map.xml;
+
# Call it map.xml;;
# положить полученный файл в папку с Library и файлом TanksTestingTool.swf.  
+
# Move the file you got to Library folder with TanksTestingTool.swf file.
# запускаем TanksTestingTool.swf
+
# Launch TanksTestingTool.swf
  
Если все сделано правильно, полученная карта отобразится.
+
If everything has been done correctly, the map will be displayed.
  
'''Управление в Tank Testing Tool'''
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'''Tank Testing Tool controls'''
  
 
{|class="wikitable"
 
{|class="wikitable"
 
  |-
 
  |-
  |Перемещение по уровню в режиме полёта.  
+
  |Move around the level in flight mode.  
 
  |WASD, Q,E, Mouse Drag
 
  |WASD, Q,E, Mouse Drag
 
  |-
 
  |-
  |Ускорение
+
  |Speed-up
 
  |Shift
 
  |Shift
 
  |-
 
  |-
  |Переключение режимов «Свободный полёт»/«Вид из танка»
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  |Switch between flight mode and tank mode
 
  |F
 
  |F
 
  |-
 
  |-
  |Добавить/удалить танки
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  |Add/delete tanks
 
  |Insert/Delete
 
  |Insert/Delete
 
  |-
 
  |-
  |Переключение между танками
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  |Switch between tanks
 
  |N, Shift+N
 
  |N, Shift+N
 
  |-
 
  |-
  |valign="top"|Переключиться между разными Spawn-точками
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  |valign="top"|Switch between different spawn points
  |T - тип точки
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  |T - type of point
  
Y - следующая точка
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Y - Next point
 
  |-
 
  |-
  |Выбор пушки
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  |Select turret
 
  |Numpad 7, Numpad 9
 
  |Numpad 7, Numpad 9
 
  |-
 
  |-
  |Выбор корпуса
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  |Select hull
 
  |Numpad 4, Numpad 6
 
  |Numpad 4, Numpad 6
 
  |-
 
  |-
  |Выбор краски
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  |Select paint
 
  |Numpad 1, Numpad 3
 
  |Numpad 1, Numpad 3
 
  |}
 
  |}
  
==Нюансы и проблемные места==
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==Nuances and difficulties==
В первую очередь размещается основная геометрия уровня (террейн, здания, мосты и др.). После этого устанавливаются спрайты (растительность) и функциональные элементы (spawn-точки, бонусные зоны, флаги и др.).
+
First of all you need to place main geometry of a level (terrain, buildings, bridges, etc.). After that you install sprites (vegetation) and functional elements (spawn points, bonus zones, flags, etc.)
  
При установке spawn-зон следует проверять, чтобы самый большой по размерам корпус не застревал в уровне при респауне.
+
When placing spawn zones always make sure that the biggest hull won’t get trapped at the spawn point.
  
В процессе отрисовки уровень разделяется на блоки по границам пропов, образуя иерархию (уровень крупные блоки (дома, земля и т.п.) → еще более мелки группы в каждом блоке Отдельные пропы). В этот момент могу возникать проблемы.
+
In the process of rendering the level is divided into blocks along the boundaries of props forming a hierarchy (level large blocks (buildings, land, etc.) → even smaller groups in each block individual props). At this point some difficulties may occur.
  
Чтобы их избежать, нужно следить за тем, чтобы через весь уровень проходило хотя бы несколько «швов» (границ между пропами), не прерывающихся другими пропами:
+
To avoid them, you need to ensure that there are at least several “joints” (boundaries between props) going through the whole level that are not interrupted by other props:
* правильно<br><gallery widths=500px heights=128px>File:800px-Pic19.png</gallery>
+
* неправильно<br><gallery widths=500px heights=107px>File:800px-Pic20.png</gallery>
+
Чем больше таких швов, тем лучше. Но совсем «квадратно-гнездовым» уровень делать не надо.
+
  
Если «швы», пущеные вдоль проблемных зданий через весь уровень утыкаются в другие пропы на периферии, то есть два выхода:
+
* right<br><gallery widths=500px heights=128px>File:800px-Pic19.png</gallery>
# заменить эти здания стенами, блоками или скалами (которые имеют ограниченную высоту, укладываются в сетку по вертикали и достаточно мелкие по горизонтали);
+
* wrong<br><gallery widths=500px heights=107px>File:800px-Pic20.png</gallery>
# постараться выстроить вдоль этих крупных зданий «швы» через весь уровень.
+
The more of these joints are on the map the better.
  
Для того, чтобы убедиться, что иерархия выстроилась правильно, нужно воспользоваться debug-режимом (сочетание клавиш Сtrl+B) в Tanks Testing Tool (зеленым обозначается объединившееся в группы, красным — проблемные места). Если что-то подсвечено красным, то:
+
If joints that go along problematic buildings through the entire map interfere with other props, there are two ways to solve this problem:
* есть проблемы с сортировкой, описанные выше;
+
# instead of these buildings put walls, blocks or rocks (that have limited height and are within the grid limits vertically and are quite small horizontally);
* в этом месте стоит танк или спрайт (поэтому спрайты стоит добавлять в последнюю очередь, когда основная геометрия уже построена и оттестирована).
+
# try to make joints going along these large buildings through the entire level.
 +
 
 +
To make sure that the hierarchy is correct use the debug mode (Ctrl+B) in Tanks Testing Tool (props joined into groups are marked with green, problematic places are red). If something is highlighted in red, it means that:
 +
* there are problems with sorting which were described before;
 +
* there is a tank or a sprite in this place (that's why sprites must be added last, when the main geometry has already been built and tested).

Revision as of 13:22, 14 June 2013

Contents

Introduction

AlternativaEditor allows you to create levels (maps) for Tanki Online using special 3D-elements called props. Props are complete 3D-objects or its component parts, that you can use to create game locations.

Props are loaded into the editor in libraries. Props can be rotated around a vertical axis. The angle of rotation can be user-defined (any angle) or a multiple of 90 degrees.

Installation

Editor is made as an Adobe AIR application. So you need to download and install Adobe AIR.

Then you need to download and install a file called AlternativaEditor.air. After the installation, you will see a shortcut on your desktop.

Editor review

Interface

The interface of the editor consists of several parts:

  • Main menu;
    used to perform basic operations (import / export, editing, loading prop libraries, help, etc.)
  • Toolbar;
    used for switching the main options on and off:
    • snapping;
    • physical geometry;
    • grid;
    • properties window;
    • hiding props;
  • Workspace;
  • Prop selection panel:
    • preview;
    • props divided into categories and groups;
  • Properties of selected prop.

To begin you need to load prop library. You can do that by going to Library → Clean and Load and specifying the root folder of the library.

Once the library is loaded, on the right in the pop-down menu you will see categories and groups of props.

Approximate structure of the library

Prop library is presented as a structure of folders containing files of models (3DS) and textures (JPG) as well as library.xml files.

There is the following hierarchy in the library:

  • Categories of props (buildings, fences, terrain, etc.)
    • Groups of props - component parts of complex elements (bridges, groups of rocks, etc.)
      • Separate props

Props overview

Geometric props

Geometric props describe fixed geometry of a level. They are 3ds-objects that have rectangular cross section in the base. The sides of it should be multiples of grid horizontal spacing (5 meters). If props contain terrain slopes the height difference between the borders should be equal to grid vertical spacing. Each geometric prop can contain a child object defining the geometry for collisions with tanks. This kind of object should be a box, a center of which is located at the origin of the local coordinate system. The axis of the box should be directed along the axis of its local coordinate system. One prop can have several textures which you can choose in the settings menu.

Sprites

In order to save memory some props are represented as sprites – flat objects that are always deployed to the camera. For example trees and bushes.

When constructing a map, sprites should be added last. First you need to test the main geometry to make sure there are no problem areas and take into account all the nuances.



By default, all elements are snapped to the grid. This may be an obstacle in case of sprites and functional elements. You can turn it off by clicking on magnet icon on the toolbar (Pic16.png). Sprites may disappear on subsequent boots. This is due to the problems with sorting in the editor. It may happen that they will be displayed under the surface of which they are placed.

This problem may be solved as follows:

  1. Choose Pic17.png in the upper bar;
  2. Select all sprites;
  3. Drag them whle holding V (vertical movement) to find the ideal position.

Just to make sure it doesn’t happen you can add several sprites for each height level. Then you can adjust the height as it was stated before and simply copy sprites. The correct height will be saved. When doing this it’s necessary to switch off the snap function.

Spawn points and bonus zones

Spawn points define where tanks appear and which way they are facing. There are three types of spawn points: yellow which are used for DM battles as well as blue and red which are used to specify the places where tanks of two opposing team appear in team battles (TDM, CTF, CP modes). Spawn points must be placed on the ground level.

Bonus zones indicate areas where bonuses may appear and define the types of possible bonuses. The zones should be rectangular with sides which are multiples of grid horizontal spacing. The type of dropped items is defined in the properties window. Bonus zones should be located above ground, higher by 1-2 spaces. There should be 3-4 crystal bonus zones. It is also recommended to create 25% more double speed drop zones than double armor and double damage ones. Bonus zones indicate areas where bonuses may appear and define the types of possible bonuses. The zones should be rectangular with sides which are multiples of grid horizontal spacing. The type of dropped items is defined in the properties window. Bonus zones should be located above ground, higher by 1-2 spaces. There should be 3-4 crystal bonus zones. It is also recommended to create 25% more double speed drop zones than double armor and double damage ones.

Method of work

Adding a prop to a map

  1. choose the prop you need to add. You will see a green translucent cursor showing where the prop will be placed;
  2. move the cursor to the required place using mouse or arrow keys on your keyboard;
  3. You can raise or lower the prop to a desired level using W and S keys;
  4. The prop can be rotated around its axis using X and Z keys;
  5. Press spacebar to place a prop.

Once you’ve added a prop, the cursor will become red. Two props can’t overlap each other (occupy the same section of the grid).

You can choose next element for adding or edit the current one.

Editing a prop on a map

To do that you need to click on the prop. After doign that it will be highlighted in red. Now using mouse and keyboard you can move and rotate it or delete it by pressing Delete or C. To copy a prop drag it while holding Shift. Press K to move a prop half a segment.

Also you can choose a texture for each prop. To do that you need to select a prop that you've added to the map, open the settigns menu and choose a texture.

Tile props that are used to construct the level’s terrain often have different textures.

If we add several identical props and apply a texture to one of them, you will be able to apply the same texture to other selected props by pressing spacebar. The last selected texture will apply to it.

Now a little more about the structure of these textures. All of them are made seamless. So they can be joined together without seams in any direction. There are 1x1 tiles (5x5 meters) as well as 2x2 (10x10 meters), 2x1, 3x1, 3x2 and 3x3 ones.

Navigation

To move the camera you can use the middle button on your mouse. To rotate the camera use Alt+middle button. Use the scroll wheel to zoom in and out. When you choose a particular prop the wheel is more sensitive while the rotation is done around the highlighted object. To get back to the insert cursor without selecting a prop use Ctrl+click combination. You can select several objects in a frame, make sure you hold Ctrl not to select a prop under the cursor and not to drag it. You can add an item to selected ones using Shift+click, or remove it from selected by using Alt+Shift+click.

You can’t put two elements on one place. If it happened accidentally while dragging you will see an error window with a suggestion to undo the last action. Also you can check whether any elements are overlapped by pressing Q. The conflicting elements will be highlighted in red. You can undo the last action and go a step forward using Ctrl+Z and Ctrl+Y.

Exporting/importing a map file

You can convert a map into XML at any moment. You can do it in the main menu File→Export Tanks map 1.x or by using Ctrl+T. When exporting a map you need to specify its name and add .xml format.

In order to import a map into the editor use File→Import from tanks or Ctrl+T.

Testing a map in TanksTestingTool

In order to test the results of your work you can open your map in TanksTestingTool. To do that you need to:

  1. Convert a map to XML;
  2. Call it map.xml;;
  3. Move the file you got to Library folder with TanksTestingTool.swf file.
  4. Launch TanksTestingTool.swf

If everything has been done correctly, the map will be displayed.

Tank Testing Tool controls

Move around the level in flight mode. WASD, Q,E, Mouse Drag
Speed-up Shift
Switch between flight mode and tank mode F
Add/delete tanks Insert/Delete
Switch between tanks N, Shift+N
Switch between different spawn points T - type of point

Y - Next point

Select turret Numpad 7, Numpad 9
Select hull Numpad 4, Numpad 6
Select paint Numpad 1, Numpad 3

Nuances and difficulties

First of all you need to place main geometry of a level (terrain, buildings, bridges, etc.). After that you install sprites (vegetation) and functional elements (spawn points, bonus zones, flags, etc.)

When placing spawn zones always make sure that the biggest hull won’t get trapped at the spawn point.

In the process of rendering the level is divided into blocks along the boundaries of props forming a hierarchy (level → large blocks (buildings, land, etc.) → even smaller groups in each block → individual props). At this point some difficulties may occur.

To avoid them, you need to ensure that there are at least several “joints” (boundaries between props) going through the whole level that are not interrupted by other props:

  • right
  • 800px-Pic19.png
  • wrong
  • 800px-Pic20.png

The more of these joints are on the map the better.

If joints that go along problematic buildings through the entire map interfere with other props, there are two ways to solve this problem:

  1. instead of these buildings put walls, blocks or rocks (that have limited height and are within the grid limits vertically and are quite small horizontally);
  2. try to make joints going along these large buildings through the entire level.

To make sure that the hierarchy is correct use the debug mode (Ctrl+B) in Tanks Testing Tool (props joined into groups are marked with green, problematic places are red). If something is highlighted in red, it means that:

  • there are problems with sorting which were described before;
  • there is a tank or a sprite in this place (that's why sprites must be added last, when the main geometry has already been built and tested).