1# SOME DESCRIPTIVE TITLE.
2# Copyright (C) 2017, Tiled Documentation Writers
3# This file is distributed under the same license as the Tiled package.
4# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
5#
6msgid ""
7msgstr ""
8"Project-Id-Version: Tiled 1.1\n"
9"Report-Msgid-Bugs-To: bjorn@lindeijer.nl\n"
10"POT-Creation-Date: 2017-12-21 14:31+0100\n"
11"PO-Revision-Date: 2019-11-18 08:05+0000\n"
12"Last-Translator: Tuomas Lähteenmäki <lahtis@gmail.com>\n"
13"Language-Team: Finnish <https://hosted.weblate.org/projects/tiled/manual/fi/>"
14"\n"
15"Language: fi\n"
16"MIME-Version: 1.0\n"
17"Content-Type: text/plain; charset=UTF-8\n"
18"Content-Transfer-Encoding: 8bit\n"
19"Plural-Forms: nplurals=2; plural=n != 1;\n"
20"X-Generator: Weblate 3.10-dev\n"
21
22#: ../../manual/automapping.rst:3
23msgid "Automapping"
24msgstr "Automaattinen kartoitus"
25
26#: ../../manual/automapping.rst:6
27msgid "What is Automapping?"
28msgstr "Mikä on automaattinen kartoitus?"
29
30#: ../../manual/automapping.rst:8
31msgid "Automapping is an advanced tool to automatically search certain combinations of tiles across layers in a map and to replace these parts by other combination. This allows the user to draw structures with a minimum of time spent and the Automapping will be able to generate a rather complex scenario, which would need lots more time if manually crafted."
32msgstr ""
33"Automaattinen kartoitus on kehittynyt työkalu, joka etsii automaattisesti "
34"tiettyjä ruutukombinaatioita kartan tasoista ja korvaa nämä osat muulla "
35"yhdistelmällä. Tämän avulla käyttäjä voi piirtää rakenteita minimaalisesti "
36"vietetyllä ajanjaksolla ja automaattinen kartoitus voi luoda melko "
37"monimutkaisia skenaariota, joka voisivat viedä paljon enemmän aikaa, jos ne "
38"olisivat käsin muotoiltu."
39
40#: ../../manual/automapping.rst:15
41msgid "So the goal of Automapping is that you only need to draw within one layer and everything else is setup for you. This brings some advantages:"
42msgstr ""
43"Automaattisen kartoituksen tavoitteena on, että sinun tarvitsee vain piirtää "
44"yksi kerros ja kaikki muu on määritetty valmiiksi. Tämä tuo joitakin etuja:"
45
46#: ../../manual/automapping.rst:18
47msgid "**Working speed** - you need less time to setup a map."
48msgstr ""
49"**Työskentely nopeus** - tarvitset vähemmän aikaa kartan määrittämiseen."
50
51#: ../../manual/automapping.rst:19
52msgid "**Less errors** - the main reason is to reduce the error rate. If you have setup the rules properly, there is no hidden error."
53msgstr ""
54"**Vähemmän virheitä** - pääsyy on vähentää virhetasoa. Jos olet asettanut "
55"säännöt oikein, piileviä virheitä ei ole."
56
57#: ../../manual/automapping.rst:23
58msgid "External Links"
59msgstr "Ulkoiset linkit"
60
61#: ../../manual/automapping.rst:25
62msgid "`Automapping explained for Tiled 0.9 and later (YouTube) <http://www.youtube.com/watch?v=UUi0lD1pxyQ>`__"
63msgstr ""
64"`Automaattinen kartoitus on selitetty Tiled versiossa 0.9 ja myöhemmin "
65"(YouTube) <http://www.youtube.com/watch?v=UUi0lD1pxyQ>`__"
66
67#: ../../manual/automapping.rst:26
68msgid "`Examples on Automapping <https://github.com/stefanbeller/tiled_examples>`__"
69msgstr ""
70"`Esimerkkejä automaattikartoituksesta <https://github.com/stefanbeller/"
71"tiled_examples>`__"
72
73#: ../../manual/automapping.rst:27
74msgid "`Tiled Map Editor Tutorial Part Three: AutoMap (YouTube) <https://youtu.be/A_A6rz7cvG4>`__"
75msgstr ""
76"`Tiled karttamuokkain Opasohjelman kolmas osa: AutoMap (YouTube) "
77"<https://youtu.be/A_A6rz7cvG4>`__"
78
79#: ../../manual/automapping.rst:31
80msgid "Setting it Up"
81msgstr "Asennus"
82
83#: ../../manual/automapping.rst:33
84msgid "The Automapping feature is looking for a text file called 'rules.txt' in the folder where the current map is located. Each line in this text file is either"
85msgstr ""
86"Automaattinen kartoitus ominaisuus etsii rules.txt nimistä tekstitiedostoa "
87"siitä kansiosta mihin kartta tiedosto on sijoitettu. Jossa jokainen tämän "
88"tekstitiedoston rivi on"
89
90#: ../../manual/automapping.rst:37
91msgid "a path to a **rulefile**"
92msgstr "polku **sääntötiedostoon**"
93
94#: ../../manual/automapping.rst:38
95msgid "or a path to another textfile which has the same syntax (i.e. in another directory)"
96msgstr ""
97"tai polku toiseen tekstitiedostoon, jolla on sama syntaksi (eli. toisessa "
98"hakemistossa)"
99
100#: ../../manual/automapping.rst:40
101msgid "or is a comment which is indicated by **#** or **//**"
102msgstr "tai on kommentti, joka on merkitty **#** or **//**"
103
104#: ../../manual/automapping.rst:42
105msgid "A **rulefile** is a standard map file, which can be read and written by tiled (\\*.tmx). In one rulefile there can be defined multiple rules."
106msgstr ""
107"**sääntötiedosto** on tavallinen karttatiedosto, jota voidaan lukea ja "
108"kirjoittaa tiled (\\*.tmx). Yhdessä sääntötiedostossa voidaan määritellä "
109"useita sääntöjä."
110
111#: ../../manual/automapping.rst:45
112msgid "An automapping **rulefile** consists of 4 major parts:"
113msgstr ""
114"Automaattikartoitus **sääntötiedosto**, joka koostuu neljästä tärkeästä "
115"osasta:"
116
117#: ../../manual/automapping.rst:47
118msgid "The definition of regions describes which locations of the rulemap are actually used to create Automapping rules."
119msgstr ""
120"Alueen määritelmässä kuvataan, mitä alueita sääntökartassa käytetään "
121"automaattikartoitusta koskevien sääntöjen luomiseen."
122
123#: ../../manual/automapping.rst:49
124msgid "The definition of inputs describes which kind of pattern the working map will be searched for."
125msgstr ""
126"Syötteen määritelmässä kuvataan, minkä tyyppistä mallia työkartta on "
127"tarkoitus etsiä."
128
129#: ../../manual/automapping.rst:51
130msgid "The definition of outputs describes how the working map is changed when an input pattern is found."
131msgstr ""
132"Tulosteiden määritelmä kuvaa, miten toimiva kartta muuttuu, kun syöttökuvio "
133"löytyy."
134
135#: ../../manual/automapping.rst:53
136msgid "The map properties are used to fine-tune the input pattern localization and the output of all rules within this rules file."
137msgstr ""
138"Kartan ominaisuuksien avulla voit hienosäätää syöttö kuvion lokalisointia ja "
139"kaikkien tämän sääntöjen sisältämien sääntöjen tulosteita."
140
141#: ../../manual/automapping.rst:57
142msgid "Defining the Regions"
143msgstr "Alueiden määritteleminen"
144
145#: ../../manual/automapping.rst:59
146msgid "There must be either a tile layer called **regions** or there must be the both tile layers **regions\\_input** and **regions\\_output**. Using the **regions** layer, the region defined for input and output is the same. Using the different layers **regions\\_input** and **regions\\_output** delivers the possibility to have different regions for the input section and the output section. The region layer(s) are only used to mark regions, where an Automapping rule exists. Therefore it does not matter which tiles are used in this layer, since these tiles are just used to define a region. So either use any tile or no tile at a coordinate to indicate if that coordinate belongs to a rule or if it doesn't."
147msgstr ""
148
149#: ../../manual/automapping.rst:70
150msgid "If multiple rules are defined in one rulemap file, the regions must not be adjacent. That means there must be at least one tile of unused space in between two rules. If the regions are adjacent (coherent) then both regions are interpreted as one rule."
151msgstr ""
152
153#: ../../manual/automapping.rst:76
154msgid "Multiple Rules in One Rulefile"
155msgstr ""
156
157#: ../../manual/automapping.rst:78
158msgid "Of course multiple rules are possible in one rulemap. If you want to have the rules applied in a certain sequence, you should use multiple **rulefiles** and define the sequence within the **rules.txt** file. As of now there also is a certain sequence within one rulemapfile. Generally speaking the regions with small y value come first. If there are regions at the same y value, then the x value is taken into account. On orthogonal maps this ordering scheme is the same as for reading in most western countries. (Left to right, top to down). The order within one rulemap may be changed later, once tiled is capable of utilizing multiple threads/processors. So if you want to rely on a certain sequence, use different rulemaps and order these in the rules.txt"
159msgstr ""
160
161#: ../../manual/automapping.rst:91
162msgid "Definition of Inputs"
163msgstr ""
164
165#: ../../manual/automapping.rst:93
166msgid "Inputs are generally defined by tile layers which name follows this scheme:"
167msgstr ""
168
169#: ../../manual/automapping.rst:96
170msgid "**input[not][index]\\_name**"
171msgstr ""
172
173#: ../../manual/automapping.rst:98
174msgid "where the **[not]** and **[index]** are optional. After the first underscore there will be the name of the input layer. The input layer name can of course include more underscores."
175msgstr ""
176
177#: ../../manual/automapping.rst:102
178msgid "The **name** determines which layer on the working map is examined. So for example the layer *input\\_Ground* will check the layer called *Ground* in the working map for this rule. *input\\_test\\_case* will check the layer *test\\_case* in the working map for this rule."
179msgstr ""
180
181#: ../../manual/automapping.rst:107
182msgid "Multiple layers having the same name and index is explicitly allowed and is intended. Having multiple layers of the same name and index , will allow you to define different possible tiles per coordinate as input."
183msgstr ""
184
185#: ../../manual/automapping.rst:111
186msgid "The index is used to create complete different input conditions. All layers having the same index are taken into account for forming one condition. Each of these conditions are checked individually."
187msgstr ""
188
189#: ../../manual/automapping.rst:115
190msgid "index must not contain an underscore."
191msgstr ""
192
193#: ../../manual/automapping.rst:116
194msgid "index must not start with *not*"
195msgstr ""
196
197#: ../../manual/automapping.rst:117
198msgid "index may be empty."
199msgstr ""
200
201#: ../../manual/automapping.rst:119
202msgid "If there are tiles in the standard input layers one of these tiles must be there to match the rule. The optional **[not]** inverts the meaning of that layer. So if there are **inputnot** layers, the tiles placed on them, must not occur in the working map at the examined region to make a rule match. Within one rule you can combine the usage of both input and inputnot layers to make rules input conditions as accurate as you need or as fuzzy as you need."
203msgstr ""
204
205#: ../../manual/automapping.rst:128
206msgid "Definition of Outputs"
207msgstr ""
208
209#: ../../manual/automapping.rst:130
210msgid "Outputs are generally defined by layers whichs name follows this scheme"
211msgstr ""
212
213#: ../../manual/automapping.rst:132
214msgid "**output[index]\\_name**"
215msgstr ""
216
217#: ../../manual/automapping.rst:134
218msgid "which is very similar to the input section. At first there must be the word output. Then optionally an **[index]** may occur. After the first underscore there will be the name of the target layer. The target layer name can of course include more underscores."
219msgstr ""
220
221#: ../../manual/automapping.rst:139
222msgid "All layers of the same index are treated as one possible output. So the intention of indexes in the outputs of rules is only used for random output."
223msgstr ""
224
225#: ../../manual/automapping.rst:143
226msgid "The indexes in the output section have nothing to do with the indexes in the input section, they are independent. In the output section they are used for randomness. In the input section they are used to define multiple possible layers as input. So when there are multiple indexes within one rule, the output will be chosen fairly (uniformly distributed) across all indexes. So a dice will be rolled and one index is picked. All of the output layers carrying this index will be put out into the working map then."
227msgstr ""
228
229#: ../../manual/automapping.rst:152
230msgid "Note that the output is not being checked for overlapping itself. This can be achieved by setting the map property **NoOverlappingRules** to true."
231msgstr ""
232
233#: ../../manual/automapping.rst:157
234#: ../../manual/export.rst:164
235msgid "Map Properties"
236msgstr ""
237
238#: ../../manual/automapping.rst:159
239msgid "There are three different map properties, which can be used to add additional information to a **rulefile**:"
240msgstr ""
241
242#: ../../manual/automapping.rst:162
243msgid "**DeleteTiles** - This map property is a boolean property: it can be true or false. If rules of this rulefile get applied at some location in your map, this map property determines if all other tiles are deleted before applying the rules. Consider a map where you have multiple layers. Not all layers are filled at all places. In that case all tiles of all layers should be cleared, so afterwards there are only the tiles which are defined by the rules. Since when not all tiles are cleared before, you will have still tiles from before at these places, which are not covered by any tile."
244msgstr ""
245
246#: ../../manual/automapping.rst:172
247msgid "**AutomappingRadius** - This map property is a number: 1, 2, 3 ... It determines how many tiles around your changes will be checked as well for redoing the Automapping at live Automapping."
248msgstr ""
249
250#: ../../manual/automapping.rst:176
251msgid "**NoOverlappingRules** - This map property is a boolean property: A rule is not allowed to overlap on itself."
252msgstr ""
253
254#: ../../manual/automapping.rst:179
255msgid "These properties are map wide, meaning it applies to all rules which are part of the rulemap. If you need rules with different properties, you can use multiple rulemaps."
256msgstr ""
257
258#: ../../manual/automapping.rst:184
259msgid "Converting Rules From 0.8 and Below"
260msgstr ""
261
262#: ../../manual/automapping.rst:186
263msgid "There is a tool **automappingconverter** along in your distribution to convert the rules created for previous versions of Tiled to version 0.9 and later."
264msgstr ""
265
266#: ../../manual/automapping.rst:190
267msgid "If you are compiling tiled from scratch the tool is found in the in **/bin/** folder."
268msgstr ""
269
270#: ../../manual/automapping.rst:193
271msgid "The changes for conversion are only layer renaming:"
272msgstr ""
273
274#: ../../manual/automapping.rst:195
275msgid "Previous **RuleRegion** will be named **regions**"
276msgstr ""
277
278#: ../../manual/automapping.rst:197
279msgid "Previous **RuleSet** will be named **input\\_set**"
280msgstr ""
281
282#: ../../manual/automapping.rst:199
283msgid "Previous **RuleNotSet** will be named **inputnot\\_set**"
284msgstr ""
285
286#: ../../manual/automapping.rst:201
287msgid "Previous **Rule\\_\\*** will be named **output\\_\\***"
288msgstr ""
289
290#: ../../manual/automapping.rst:204
291msgid "Examples"
292msgstr ""
293
294#: ../../manual/automapping.rst:206
295msgid "All of the examples are for version 0.9 and later. If you want to see examples for tiled version 0.8 and below, `have a look in this archive. <https://github.com/stefanbeller/tiled_examples/zipball/v0.8andbefore>`__"
296msgstr ""
297
298#: ../../manual/automapping.rst:211
299msgid "Abstract Input Layer Examples"
300msgstr ""
301
302#: ../../manual/automapping.rst:214
303msgid "Having Multiple Input Layers with the Same Name"
304msgstr ""
305
306#: ../../manual/automapping.rst:216
307msgid "Assume the following 3 tile layers as input, which possible inputs are there in the working map?"
308msgstr ""
309
310#: ../../manual/automapping.rst:220
311#: ../../manual/automapping.rst:251
312#: ../../manual/automapping.rst:326
313#: ../../manual/automapping.rst:434
314#: ../../manual/automapping.rst:463
315#: ../../manual/automapping.rst:496
316#: ../../manual/automapping.rst:543
317#: ../../manual/automapping.rst:593
318msgid "Tile layer"
319msgstr ""
320
321#: ../../manual/automapping.rst:220
322#: ../../manual/automapping.rst:251
323#: ../../manual/automapping.rst:326
324#: ../../manual/automapping.rst:434
325#: ../../manual/automapping.rst:463
326#: ../../manual/automapping.rst:496
327#: ../../manual/automapping.rst:543
328#: ../../manual/automapping.rst:593
329#: ../../manual/editing-tilesets.rst:51
330#: ../../manual/using-commands.rst:33
331msgid "Name"
332msgstr ""
333
334#: ../../manual/automapping.rst:222
335#: ../../manual/automapping.rst:225
336#: ../../manual/automapping.rst:228
337#: ../../manual/automapping.rst:253
338#: ../../manual/automapping.rst:256
339#: ../../manual/automapping.rst:330
340#: ../../manual/automapping.rst:436
341#: ../../manual/automapping.rst:438
342#: ../../manual/automapping.rst:440
343#: ../../manual/automapping.rst:465
344#: ../../manual/automapping.rst:467
345#: ../../manual/automapping.rst:469
346#: ../../manual/automapping.rst:500
347#: ../../manual/automapping.rst:547
348#: ../../manual/automapping.rst:549
349#: ../../manual/automapping.rst:551
350#: ../../manual/automapping.rst:553
351#: ../../manual/automapping.rst:555
352#: ../../manual/automapping.rst:597
353msgid "input\\_Ground"
354msgstr ""
355
356#: ../../manual/automapping.rst:232
357msgid "The following parts would be detected as matches for this rule:"
358msgstr ""
359
360#: ../../manual/automapping.rst:246
361msgid "Input Layers Using Different Indexes"
362msgstr ""
363
364#: ../../manual/automapping.rst:248
365msgid "Given the following 3 input tile layers:"
366msgstr ""
367
368#: ../../manual/automapping.rst:259
369msgid "input2\\_Ground"
370msgstr ""
371
372#: ../../manual/automapping.rst:263
373msgid "The last layer has an index unequal to the other indexes (which are empty). All following parts would be recognized as matches within the working map:"
374msgstr ""
375
376#: ../../manual/automapping.rst:279
377msgid "The Mana World Examples"
378msgstr ""
379
380#: ../../manual/automapping.rst:281
381msgid "The Mana world examples will demonstrate quite a lot of different Automapping features. At first a shoreline will be constructed, by first adding all the straight parts and afterwards another rule will correct the corners to make them also fit the given tileset. After the shoreline has been added, the waters will be marked as unwalkable for the game engine. Last but not least the grass should be tiles should be made random by using 5 different grasss tiles."
382msgstr ""
383
384#: ../../manual/automapping.rst:291
385msgid "This is what we want to draw."
386msgstr ""
387
388#: ../../manual/automapping.rst:295
389msgid "Here we have straight shorelines applied."
390msgstr ""
391
392#: ../../manual/automapping.rst:299
393msgid "Here we have some corners."
394msgstr ""
395
396#: ../../manual/automapping.rst:303
397msgid "And corners the other way round as well."
398msgstr ""
399
400#: ../../manual/automapping.rst:307
401msgid "Here all unwalkable tiles are marked."
402msgstr ""
403
404#: ../../manual/automapping.rst:311
405msgid "If you look closely at the grass, you'll see they are now randomized."
406msgstr ""
407
408#: ../../manual/automapping.rst:314
409msgid "Basic Shoreline"
410msgstr ""
411
412#: ../../manual/automapping.rst:316
413msgid "This example will demonstrate how a straight shoreline can easily be setup between shallow water grass tiles. In this example we will only implement the shoreline, which has grass in southern and water in northern direction."
414msgstr ""
415
416#: ../../manual/automapping.rst:321
417msgid "So basically the meaning we will define in the input region is: *All tiles which are south of a water tile and are no water tiles itself, will be replaced by a shoreline tile*"
418msgstr ""
419
420#: ../../manual/automapping.rst:328
421#: ../../manual/automapping.rst:390
422#: ../../manual/automapping.rst:498
423#: ../../manual/automapping.rst:545
424#: ../../manual/automapping.rst:595
425msgid "regions"
426msgstr ""
427
428#: ../../manual/automapping.rst:332
429#: ../../manual/automapping.rst:471
430msgid "output\\_Ground"
431msgstr ""
432
433#: ../../manual/automapping.rst:335
434msgid "The region in which this Automapping rule should be defined is of 2 tiles in height and 1 tile in width. Therefore we need a layer called *regions* and it will have 2 tiles placed to indicate this region."
435msgstr ""
436
437#: ../../manual/automapping.rst:339
438msgid "The input layer called *input\\_Ground* is depicted in the middle. Only the upper tile is filled by the water tile. The lower tile contains no tile. It is not an invisible tile, just no tile at all."
439msgstr ""
440
441#: ../../manual/automapping.rst:343
442msgid "And whenever there is no tile in a place within the rule regions in an input layer, what kind of tiles will be allowed there? There will be allowed any tiles except all used tiles within all input layer with the same index and name."
443msgstr ""
444
445#: ../../manual/automapping.rst:348
446msgid "Here we only have one tile layer as an input layer carrying only the water tile. Hence at the position, where no tile is located, all tiles except that water tile are allowed."
447msgstr ""
448
449#: ../../manual/automapping.rst:352
450msgid "The output layer called *output\\_Ground* shows the tile which gets placed, if this rule matches."
451msgstr ""
452
453#: ../../manual/automapping.rst:356
454msgid "Corners on a Shore Line"
455msgstr ""
456
457#: ../../manual/automapping.rst:358
458msgid "This example is a continuation of the previous example. Now the corners of the given shoreline should be implemented automatically. Within this article we will just examine the bent in corner shoreline in the topleft corner. The other shoreline corners are constructed the same way. So after the example is applied, we would like to have the corners of the shoreline get suitable tiles. Since we rely on the other example being finished, we will put the rules needed for the corners into another new rulefile. (which is listed afterwards in rules.txt)"
459msgstr ""
460
461#: ../../manual/automapping.rst:375
462msgid "The shoreline may have some more corners nearby, which means there may be more different tiles than the straigt corner lines. In the figure we see all inputs which should be covered."
463msgstr ""
464
465#: ../../manual/automapping.rst:379
466msgid "Both the tiles in the top right corner and in the lower left corner are directly adjacent to the desired (slightly transparent) tile in the top left corner."
467msgstr ""
468
469#: ../../manual/automapping.rst:383
470msgid "We can see 3 different tiles for the lower left corner, which is straight shore line, bent inside and bend outside shore lines."
471msgstr ""
472
473#: ../../manual/automapping.rst:386
474msgid "Also we see 3 different inputs for the top right corner, which also is straight, bent in or out shore line."
475msgstr ""
476
477#: ../../manual/automapping.rst:392
478msgid "So with this rule we want to put the bent in shore line tile in the top left corner, hence we don't care which tile has been there before. Also we don't care about the tile in the lower right corner. (probably water, but can be any decorative watertile, so just ignore it)."
479msgstr ""
480
481#: ../../manual/automapping.rst:401
482msgid "Therefore we will need different input and output regions. In the figure we can see the both tilelayers regions input and regions output. The input section covers just these two tiles as we discussed. The output region covers just the single tile we want to output. Though the input and output region do not overlap, the united region of both the input and the output region is still one coherent region, so it's one rule and works."
483msgstr ""
484
485#: ../../manual/automapping.rst:409
486msgid "Output regions can be larger than absolutely required, since when there are no tiles in the Output section, the tiles in the working map are not overwritten but just kept as is, hence the Output region could also be sized as the united region of both the output and input region."
487msgstr ""
488
489#: ../../manual/automapping.rst:415
490#: ../../manual/automapping.rst:473
491msgid "regions\\_input"
492msgstr ""
493
494#: ../../manual/automapping.rst:417
495msgid "Now we want to put all the nine possible patterns we observed as possible input for this rule. We could of course define nine different layers *input1\\_Ground* up to *input9\\_Ground*"
496msgstr ""
497
498#: ../../manual/automapping.rst:421
499msgid "Nine TileLayers?! what a mess, we'll put it in a better way."
500msgstr ""
501
502#: ../../manual/automapping.rst:423
503msgid "Also consider not having just 3 possible tiles at the 2 locations but 4. Then we would need 4\\*4=16 tilelayers to get all conditions. Another downside of this comes with more needed locations: Think of more than 2 locations needed to construct a ruleinput. So for 3 locations, then each location could have the 3 possibilites, hence you need 3\\*3\\*3 = 27 tilelayers. It's not getting better..."
504msgstr ""
505
506#: ../../manual/automapping.rst:430
507msgid "So let's try a smart way: All input layers have the same name, so at each position any of the three different tiles is valid."
508msgstr ""
509
510#: ../../manual/automapping.rst:444
511msgid "outputs"
512msgstr ""
513
514#: ../../manual/automapping.rst:446
515msgid "The output is straight forward, since only one tile is needed. No randomness is needed, hence the index is not needed to be varied, so it's kept empty. The desired output layer is called Ground, so the over all name of the single output layer will be output Ground. At this single layer at the correct location the correct tile is placed."
516msgstr ""
517
518#: ../../manual/automapping.rst:457
519msgid "The Other Corners on a Shore Line"
520msgstr ""
521
522#: ../../manual/automapping.rst:459
523msgid "This is for corners bent the other way round. Basically it has the same concepts, just other tiles."
524msgstr ""
525
526#: ../../manual/automapping.rst:475
527msgid "regions\\_output"
528msgstr ""
529
530#: ../../manual/automapping.rst:479
531msgid "Adding Collision Tiles"
532msgstr ""
533
534#: ../../manual/automapping.rst:481
535msgid "The Mana World uses an extra tile layer called *Collision* to have information about whether a player is able to walk at certain tiles or if it is not. That layer is invisible to the player, but the game engine parses it, whether there is a tile or there is no tile."
536msgstr ""
537
538#: ../../manual/automapping.rst:486
539msgid "So we need to decide for each position if a player can walk there and put a tile into the *Collision* layer if it is unwalkable."
540msgstr ""
541
542#: ../../manual/automapping.rst:489
543msgid "As *input* layer we will parse the *Ground* layer and put collision tiles where the player should not walk."
544msgstr ""
545
546#: ../../manual/automapping.rst:492
547msgid "Actually this task is a bunch of rules, but each rule itself is very easy:"
548msgstr ""
549
550#: ../../manual/automapping.rst:502
551msgid "output\\_Collision"
552msgstr ""
553
554#: ../../manual/automapping.rst:505
555msgid "In the above *regions* layer we have 14 different rules, because there are 14 incoherent regions in the *regions* layer. That's 9 different water tiles, which should be unwalkable and 5 different grass tiles which will be placed randomly in the next example."
556msgstr ""
557
558#: ../../manual/automapping.rst:510
559msgid "As input we will have one of all the used tiles and as output there is either a tile in the *Collision* layer or not."
560msgstr ""
561
562#: ../../manual/automapping.rst:513
563msgid "**Do we need the rules with clean output?** No, it is not needed for one run of Automapping. But if you are designing a map, you will likely add areas with collision and then remove some parts of it again and so on."
564msgstr ""
565
566#: ../../manual/automapping.rst:517
567msgid "So we need to also remove the collision tiles from positions, which are not marked by a collision any more. This can be done by adding the map property *DeleteTiles* and setting it to *yes* or *true*. Then all the parts in the *Collision* layer will be erased before the Automapping takes place, so the collision tiles are only placed at real unwalkable tiles and the history if there has been a collision place is neglected."
568msgstr ""
569
570#: ../../manual/automapping.rst:525
571msgid "Random Grass Tiles"
572msgstr ""
573
574#: ../../manual/automapping.rst:527
575msgid "In this example we will shuffle all grass tiles, so one grass tiles will be replaced with another randomly chosen tile."
576msgstr ""
577
578#: ../../manual/automapping.rst:530
579msgid "As input we will choose all of our grass tiles. This is done by having each tile in its own input layer, so each grass tile gets accepted for this rule."
580msgstr ""
581
582#: ../../manual/automapping.rst:534
583msgid "As output we will also put each grass tile into one output layer. To make it random the *index* of the output layers needs to be different for each layer."
584msgstr ""
585
586#: ../../manual/automapping.rst:538
587msgid "The following rule might look always the same, but there are different grass tiles. Each grass tile is in both one of the input and one of the output layers (the order of the layers doesn't matter)."
588msgstr ""
589
590#: ../../manual/automapping.rst:557
591msgid "output1\\_Ground"
592msgstr ""
593
594#: ../../manual/automapping.rst:559
595msgid "output2\\_Ground"
596msgstr ""
597
598#: ../../manual/automapping.rst:561
599msgid "output3\\_Ground"
600msgstr ""
601
602#: ../../manual/automapping.rst:563
603msgid "output4\\_Ground"
604msgstr ""
605
606#: ../../manual/automapping.rst:565
607msgid "output5\\_Ground"
608msgstr ""
609
610#: ../../manual/automapping.rst:569
611msgid "An alternating wall"
612msgstr ""
613
614#: ../../manual/automapping.rst:571
615msgid "This example will demonstrate how a wall as a transition between a walkable area and the non-walkable black void can easily be setup. As input a dedicated set layer will be used."
616msgstr ""
617
618#: ../../manual/automapping.rst:580
619msgid "In my opinion a dedicated set layer is much easier to use for the rough draft, but for adding details such as collision information on decorative tiles the input should use the decoration."
620msgstr ""
621
622#: ../../manual/automapping.rst:584
623msgid "The structure of the input, output and region layer is very similar to the example of the straight shoreline in The Mana World examples. The main difference is the different size. Since the wall contains multiple tiles in height, the height of the rulelayers is different as well. Vertically the tiles are also alternating. As you can see in the following figure, every second tile displaying the base board of the wall has a notch for example."
624msgstr ""
625
626#: ../../manual/automapping.rst:599
627msgid "output\\_Walls"
628msgstr ""
629
630#: ../../manual/automapping.rst:602
631msgid "Hence the region in which this Automapping rule should be defined is of 4 tiles in height and 2 tile in width. Therefore we need a layer called *regions* and it will have 8 tiles placed to indicate this region. In the figure the top graphics shows such a region layer."
632msgstr ""
633
634#: ../../manual/automapping.rst:607
635msgid "The input layer has the following meaning:"
636msgstr ""
637
638#: ../../manual/automapping.rst:609
639msgid "*If there are 2 vertical adjacent brown tiles in the set layer and in the 3x2 tiles above here are no brown tiles, this rule matches.*"
640msgstr ""
641
642#: ../../manual/automapping.rst:612
643msgid "Only the lowest 2 coordinates contain the brown tile. The upper coordinates contains no tile. (It is not an invisible tile, just no tile at all.) The input layer called *Input\\_set* is depicted in the middle of the figure."
644msgstr ""
645
646#: ../../manual/automapping.rst:617
647msgid "The output consists of only one layer as well called *Output\\_Walls*. It contains the actual wall tiles."
648msgstr ""
649
650#: ../../manual/automapping.rst:622
651msgid "Vertically the tiles are alternating."
652msgstr ""
653
654#: ../../manual/automapping.rst:627
655msgid "A broken version of the rule, *NoOverlappingRules* was not yet set."
656msgstr ""
657
658#: ../../manual/automapping.rst:629
659msgid "When trying to match the input layer to the desired set layer (right picture of the figure at the beginning of the example, you will see it matches all way long, no matter of the vertical adjustment."
660msgstr ""
661
662#: ../../manual/automapping.rst:633
663msgid "Hence when we use the rule as discussed now, we will get not the desired result, but this rule overlaps itself. The overlapping problem is shown in figure above."
664msgstr ""
665
666#: ../../manual/automapping.rst:637
667msgid "Since the overlapping is not desired, we can turn it off by adding a map property to the rulemap *NoOverlappingRules* and setting it to *true*"
668msgstr ""
669
670#: ../../manual/automapping.rst:640
671msgid "Keep in mind that the map property applies for all rules on that rule map."
672msgstr ""
673
674#: ../../manual/custom-properties.rst:2
675msgid "Custom Properties"
676msgstr ""
677
678#: ../../manual/custom-properties.rst:4
679msgid "One of the major strengths of Tiled is that it allows setting custom properties on all of its basic data structures. This way it is possible to include many forms of custom information, which can later be used by your game or by the framework you're using to integrate Tiled maps."
680msgstr ""
681
682#: ../../manual/custom-properties.rst:9
683msgid "Custom properties are displayed in the Properties view. This view is context-sensitive, usually displaying the properties of the last selected object. For tiles in a tileset or objects on an object layer, it also supports multi-selection."
684msgstr ""
685
686#: ../../manual/custom-properties.rst:17
687msgid "Properties View"
688msgstr ""
689
690#: ../../manual/custom-properties.rst:20
691msgid "Adding Properties"
692msgstr ""
693
694#: ../../manual/custom-properties.rst:22
695msgid "When you add a property (using the '+' button at the bottom of the Properties view), you are prompted for its name and its type. Currently Tiled supports the following basic property types:"
696msgstr ""
697
698#: ../../manual/custom-properties.rst:26
699msgid "**string** (any text, including multi-line text)"
700msgstr ""
701
702#: ../../manual/custom-properties.rst:27
703msgid "**float** (a floating point number)"
704msgstr ""
705
706#: ../../manual/custom-properties.rst:28
707msgid "**int** (a whole number)"
708msgstr ""
709
710#: ../../manual/custom-properties.rst:29
711msgid "**bool** (true or false)"
712msgstr ""
713
714#: ../../manual/custom-properties.rst:30
715msgid "**file** (a relative path referencing a file)"
716msgstr ""
717
718#: ../../manual/custom-properties.rst:31
719msgid "**color** (a 32-bit color value)"
720msgstr ""
721
722#: ../../manual/custom-properties.rst:36
723msgid "Add Property Dialog"
724msgstr ""
725
726#: ../../manual/custom-properties.rst:38
727msgid "The property type is used to choose a custom editor in the Properties view. Choosing a number or boolean type also avoids that the value will get quoted in JSON and Lua exports."
728msgstr ""
729
730#: ../../manual/custom-properties.rst:49
731msgid "Tile Property Inheritance"
732msgstr ""
733
734#: ../../manual/custom-properties.rst:51
735msgid "When custom properties are added to a tile, these properties will also be visible when an object instance of that tile is selected. This enables easy per-object overriding of certain default properties associated with a tile. This becomes especially useful when combined with :ref:`typed-tiles`."
736msgstr ""
737
738#: ../../manual/custom-properties.rst:57
739msgid "Inherited properties will be displayed in gray (disabled text color), whereas overridden properties will be displayed in black (usual text color)."
740msgstr ""
741
742#: ../../manual/custom-properties.rst:64
743msgid "Predefining Properties"
744msgstr ""
745
746#: ../../manual/custom-properties.rst:67
747msgid "General Setup"
748msgstr ""
749
750#: ../../manual/custom-properties.rst:69
751msgid "Usually you only use a limited set of object types in your game, and each type of object has a fixed set of possible properties, with specific types and default values. To save you time, Tiled allows predefining these properties based on the \"Type\" field for objects. You can set this up using the Object Types Editor, available from the *View* menu."
752msgstr ""
753
754#: ../../manual/custom-properties.rst:79
755msgid "Object Types Editor"
756msgstr ""
757
758#: ../../manual/custom-properties.rst:81
759msgid "By default, Tiled stores these object types in the user settings. However, since you'll often want to share them with other people in your project, you can export your object types or change the storage location of the object types file. A simple XML or JSON file with self-explanatory contents is used to store your object types."
760msgstr ""
761
762#: ../../manual/custom-properties.rst:87
763msgid "The color not only affects the rendering of the various shapes of objects, but is also the color of the label which will show up if you give your object a name."
764msgstr ""
765
766#: ../../manual/custom-properties.rst:91
767msgid "To make the predefined properties show up in the Properties view, all you need to do is to enter the name of the type in the built-in \"Type\" property. Usually this is what you're doing already anyway to tell your engine what kind of object it is dealing with."
768msgstr ""
769
770#: ../../manual/custom-properties.rst:103
771msgid "Typed Tiles"
772msgstr ""
773
774#: ../../manual/custom-properties.rst:105
775msgid "If you're using :ref:`tile objects <insert-tile-tool>`, you can set the type on the tile to avoid having to set it on each object instance. Setting the type on the tile makes the predefined properties visible when having the tile selected, allowing to override the values. It also makes those possibly overridden values visible when having a tile object instance selected, again allowing you to override them."
776msgstr ""
777
778#: ../../manual/custom-properties.rst:112
779msgid "An example use-case for this would be to define custom types like \"NPC\", \"Enemy\" or \"Item\" with properties like \"name\", \"health\" or \"weight\". You can then specify values for these on the tiles representing these entities. And when placing those tiles as objects, you can override those values if you need to."
780msgstr ""
781
782#: ../../manual/custom-properties.rst:121
783msgid "There are several types of custom properties I'd like to add:"
784msgstr ""
785
786#: ../../manual/custom-properties.rst:123
787msgid "**Enumerations**, where you can predefine all possible values and it forms a combo box (`#1211 <https://github.com/bjorn/tiled/issues/1211>`__)."
788msgstr ""
789
790#: ../../manual/custom-properties.rst:126
791msgid "**Object references**, which would allow easily linking objects together and Tiled could display such connections (`#707 <https://github.com/bjorn/tiled/issues/707>`__)."
792msgstr ""
793
794#: ../../manual/custom-properties.rst:129
795msgid "**Array properties**, which would be properties having a list of values (`#1493 <https://github.com/bjorn/tiled/issues/1493>`__)."
796msgstr ""
797
798#: ../../manual/custom-properties.rst:131
799msgid "**Dictionary properties**, which would be properties that can contain any number of other properties as children (`#489 <https://github.com/bjorn/tiled/issues/489>`__)."
800msgstr ""
801
802#: ../../manual/custom-properties.rst:135
803msgid "It would also be nice to add support for **limiting property values**, like the length of string properties or a minimum/maximum on number values."
804msgstr ""
805
806#: ../../manual/custom-properties.rst:139
807msgid "Apart from predefining properties based on object type, I'd like to add support for **predefining the properties for each data type**. So defining which custom properties are valid for maps, tilesets, layers, etc. (`#1410 <https://github.com/bjorn/tiled/issues/1410>`__)"
808msgstr ""
809
810#: ../../manual/custom-properties.rst:144
811msgid "Finally, the predefined properties would work very well together with explicit **support for projects**. Then you could switch between different projects or get started on an existing project, without needing to configure Tiled to use the right object type definitions."
812msgstr ""
813
814#: ../../manual/custom-properties.rst:149
815#: ../../manual/editing-tilesets.rst:230
816#: ../../manual/layers.rst:132
817#: ../../manual/objects.rst:284
818msgid "If you like any of these plans, please help me getting around to it faster by `becoming a patron <https://www.patreon.com/bjorn>`__. The more support I receive the more time I can afford to spend improving Tiled!"
819msgstr ""
820
821#: ../../manual/editing-tile-layers.rst:2
822msgid "Editing Tile Layers"
823msgstr ""
824
825#: ../../manual/editing-tile-layers.rst:4
826msgid ":ref:`tile-layer-introduction` are what makes Tiled a *tile map editor*. Although not as flexible as :ref:`object-layer-introduction`, they provide efficient data storage and good rendering performance as well as efficient content creation. Every new map gets one by default, though feel free to delete it when you're not going to use it."
827msgstr ""
828
829#: ../../manual/editing-tile-layers.rst:13
830msgid "Stamp Brush"
831msgstr ""
832
833#: ../../manual/editing-tile-layers.rst:15
834msgid "Shortcut: ``B``"
835msgstr ""
836
837#: ../../manual/editing-tile-layers.rst:17
838msgid "The primary tool for editing tile layers is the Stamp Brush. It can be used to paint single tiles as well as larger \"stamps\", which is where it gets its name from. Using the right mouse button, it can also quickly capture tile stamps from the currently active layer. A tile stamp is commonly created by selecting one or more tiles in the Tilesets view."
839msgstr ""
840
841#: ../../manual/editing-tile-layers.rst:23
842msgid "The Stamp Brush has some extra features:"
843msgstr ""
844
845#: ../../manual/editing-tile-layers.rst:25
846msgid "While holding ``Shift``, click any two points to draw a line between them."
847msgstr ""
848
849#: ../../manual/editing-tile-layers.rst:28
850msgid "While holding ``Ctrl+Shift``, click any two points two draw a circle or ellipse centered on the first point."
851msgstr ""
852
853#: ../../manual/editing-tile-layers.rst:31
854msgid "Activate the *Random Mode* using the dice button on the Tool Options toolbar to have the Stamp Brush paint with random tiles from the tile stamp. The probability of each tile depends on how often it occurred on the tile stamp, as well as the probability set on each tile in the *Tileset Editor*."
855msgstr ""
856
857#: ../../manual/editing-tile-layers.rst:37
858msgid "Activate the *Wang Fill Mode* using the Wang tile button on the tool bar to have the Stamp Brush paint using the Wang methods. This makes adjacent tiles match edge and corner colors to be placed. Wang tiles are described in detail in :doc:`using-wang-tiles`."
859msgstr ""
860
861#: ../../manual/editing-tile-layers.rst:42
862msgid "In combination with the *Tile Stamps* view, it can also place randomly from a set of predefined tile stamps. This can be more useful than the *Random Mode*, which randomly places individual tiles."
863msgstr ""
864
865#: ../../manual/editing-tile-layers.rst:47
866msgid "You can flip the current tile stamp horizontally/vertically by using ``X`` and ``Y`` respectively. You can also rotate left/right by using ``Z`` and ``Shift+Z`` respectively. These actions can also be triggered from the Tool Options tool bar."
867msgstr ""
868
869#: ../../manual/editing-tile-layers.rst:55
870msgid "Terrain Brush"
871msgstr ""
872
873#: ../../manual/editing-tile-layers.rst:57
874#: ../../manual/objects.rst:102
875msgid "Shortcut: ``T``"
876msgstr ""
877
878#: ../../manual/editing-tile-layers.rst:59
879msgid "The Terrain Brush allows for efficient editing with a certain type of corner-based terrain transitions. Setting it up requires associating terrain information with your tiles, which is described in detail in :doc:`Using the Terrain Tool <using-the-terrain-tool>`."
880msgstr ""
881
882#: ../../manual/editing-tile-layers.rst:64
883msgid "Similarly to the :ref:`stamp-tool`, you can draw lines by holding ``Shift``. When holding ``Ctrl``, the size of the editing area is reduced to one corner (this currently doesn't work well in combination with drawing lines)."
884msgstr ""
885
886#: ../../manual/editing-tile-layers.rst:73
887msgid "When holding ``Alt``, the editing operations are also applied at a 180 degree rotation. This is especially useful when editing strategic maps where two sides need to have equal opportunities. The modifier works well in combination with either ``Shift`` for drawing lines or ``Ctrl`` for reducing the edited area."
888msgstr ""
889
890#: ../../manual/editing-tile-layers.rst:86
891#: ../../manual/using-wang-tiles.rst:99
892#: ../../manual/using-wang-tiles.rst:106
893msgid "Wang Brush"
894msgstr ""
895
896#: ../../manual/editing-tile-layers.rst:88
897msgid "Shortcut: ``G``"
898msgstr ""
899
900#: ../../manual/editing-tile-layers.rst:90
901msgid "The Wang Brush works in a very similar way to the :ref:`terrain-tool`, except it uses Wang sets. Key differences are:"
902msgstr ""
903
904#: ../../manual/editing-tile-layers.rst:93
905msgid "Wang tiles support edges as well as corners, whereas terrains only support corners. This makes Wang tiles useful for drawing paths, or fences."
906msgstr ""
907
908#: ../../manual/editing-tile-layers.rst:95
909msgid "The default size is to edit one edge/corner. Holding ``Ctrl`` expands it to the whole tile."
910msgstr ""
911
912#: ../../manual/editing-tile-layers.rst:97
913msgid "If the transition cannot be made on the immediately affected tiles, the operation is aborted."
914msgstr ""
915
916#: ../../manual/editing-tile-layers.rst:100
917msgid "To use the tool, a color must be selected from the Wang color view. Wang tiles and this tool are described in detail in :doc:`using-wang-tiles`."
918msgstr ""
919
920#: ../../manual/editing-tile-layers.rst:106
921msgid "Bucket Fill Tool"
922msgstr ""
923
924#: ../../manual/editing-tile-layers.rst:108
925msgid "Shortcut: ``F``"
926msgstr ""
927
928#: ../../manual/editing-tile-layers.rst:110
929msgid "The Bucket Fill Tool provides a quick way of filling empty areas or areas covered with the same tiles. The currently active tile stamp will be repeated in the filled area. It can also be used in combination with the *Random Mode*, or *Wang Fill Mode*."
930msgstr ""
931
932#: ../../manual/editing-tile-layers.rst:115
933msgid "When holding ``Shift``, the tool fills the currently selected area regardless of its contents. This is useful for filling custom areas that have been selected previously using one or more `Selection Tools <#selection-tools>`__."
934msgstr ""
935
936#: ../../manual/editing-tile-layers.rst:120
937msgid "You can also flip and rotate the current stamp as described for the :ref:`stamp-tool`."
938msgstr ""
939
940#: ../../manual/editing-tile-layers.rst:126
941msgid "Eraser"
942msgstr ""
943
944#: ../../manual/editing-tile-layers.rst:128
945#: ../../manual/objects.rst:251
946msgid "Shortcut: ``E``"
947msgstr ""
948
949#: ../../manual/editing-tile-layers.rst:130
950msgid "A simple eraser tool. Left click erases single tiles and right click can be used to quickly erase rectangular areas."
951msgstr ""
952
953#: ../../manual/editing-tile-layers.rst:134
954msgid "Selection Tools"
955msgstr ""
956
957#: ../../manual/editing-tile-layers.rst:136
958msgid "There are various tile selection tools that all work in similar fashion:"
959msgstr ""
960
961#: ../../manual/editing-tile-layers.rst:138
962msgid "**Rectangular Select** allows selection of rectangular areas (shortcut: ``R``)"
963msgstr ""
964
965#: ../../manual/editing-tile-layers.rst:141
966msgid "**Magic Wand** allows selection of connected areas filled with the same tile (shortcut: ``W``)"
967msgstr ""
968
969#: ../../manual/editing-tile-layers.rst:144
970msgid "**Select Same Tile** allows selection of same-tiles across the entire layer (shortcut: ``S``)"
971msgstr ""
972
973#: ../../manual/editing-tile-layers.rst:147
974msgid "By default, each of these tools replaces the currently selected area. The following modifiers can be used to change this behavior:"
975msgstr ""
976
977#: ../../manual/editing-tile-layers.rst:150
978msgid "Holding ``Shift`` expands the current selection with the new area"
979msgstr ""
980
981#: ../../manual/editing-tile-layers.rst:151
982msgid "Holding ``Ctrl`` subtracts the new area from the current selection"
983msgstr ""
984
985#: ../../manual/editing-tile-layers.rst:152
986msgid "Holding ``Ctrl`` and ``Shift`` selects the intersection of the new area with the current selection"
987msgstr ""
988
989#: ../../manual/editing-tile-layers.rst:155
990msgid "You can also lock into one of these modes (Add, Subtract or Intersect) by clicking on one of the tool buttons in the Tool Options toolbar."
991msgstr ""
992
993#: ../../manual/editing-tile-layers.rst:159
994msgid "Managing Tile Stamps"
995msgstr ""
996
997#: ../../manual/editing-tile-layers.rst:161
998msgid "It can often be useful to store the current tile stamp somewhere to use it again later. The following shortcuts work for this purpose:"
999msgstr ""
1000
1001#: ../../manual/editing-tile-layers.rst:164
1002msgid "``Ctrl + 1-9`` - Store current tile stamp (similar to ``Ctrl + C``)"
1003msgstr ""
1004
1005#: ../../manual/editing-tile-layers.rst:165
1006msgid "``1-9`` - Recall the stamp stored at this location (similar to ``Ctrl + V``)"
1007msgstr ""
1008
1009#: ../../manual/editing-tile-layers.rst:168
1010msgid "Tile stamps can also be stored by name and extended with variations using the *Tile Stamps* view."
1011msgstr ""
1012
1013#: ../../manual/editing-tilesets.rst:2
1014msgid "Editing Tilesets"
1015msgstr ""
1016
1017#: ../../manual/editing-tilesets.rst:4
1018msgid "To edit a tileset it needs to be opened explicitly for editing. External tilesets can be opened via the *File* menu, but in general the quickest way to edit the tileset when it is already open in the *Tilesets* view is to click the small *Edit Tileset* button in the tool bar below the tileset."
1019msgstr ""
1020
1021#: ../../manual/editing-tilesets.rst:11
1022msgid "Two Types of Tileset"
1023msgstr ""
1024
1025#: ../../manual/editing-tilesets.rst:13
1026msgid "A tileset is a collection of tiles. Tiled currently supports two types of tilesets, which are chosen when creating a new tileset:"
1027msgstr ""
1028
1029#: ../../manual/editing-tilesets.rst:22
1030msgid "Based on Tileset Image"
1031msgstr ""
1032
1033#: ../../manual/editing-tilesets.rst:17
1034msgid "This tileset defines a fixed size for all tiles and the image from which these tiles are supposed to be cut. In addition it supports a margin around the tiles and a spacing between the tiles, which allows for using tileset images that either happen to have space between or around their tiles or those that have extruded the border pixels of each tile to avoid color bleeding."
1035msgstr ""
1036
1037#: ../../manual/editing-tilesets.rst:27
1038msgid "Collection of Images"
1039msgstr ""
1040
1041#: ../../manual/editing-tilesets.rst:25
1042msgid "In this type of tileset each tile refers to its own image file. It is useful when the tiles aren't the same size, or when the packing of tiles into a texture is done later on."
1043msgstr ""
1044
1045#: ../../manual/editing-tilesets.rst:29
1046msgid "Regardless of the type of tileset, you can associate a lot of meta- information with it and its tiles. Some of this information can be for use in your game, like :ref:`collision information <tile-collision-editor>` and :ref:`animations <tile-animation-editor>`. Other information is primarily meant for certain editing tools."
1047msgstr ""
1048
1049#: ../../manual/editing-tilesets.rst:37
1050msgid "A tileset can be either embedded in a map file or saved externally. Since Tiled 1.0, the default and recommended approach is to save your tilesets to their own file. This simplifies your workflow since it makes sure any meta-information is shared between all maps using the same tileset."
1051msgstr ""
1052
1053#: ../../manual/editing-tilesets.rst:44
1054msgid "Tileset Properties"
1055msgstr ""
1056
1057#: ../../manual/editing-tilesets.rst:46
1058msgid "You can access the tileset properties by using the menu action *Tileset > Tileset Properties*."
1059msgstr ""
1060
1061#: ../../manual/editing-tilesets.rst:50
1062msgid "The name of the tileset. Used to identify the tileset in the *Tilesets* view when editing a map."
1063msgstr ""
1064
1065#: ../../manual/editing-tilesets.rst:56
1066msgid "Drawing Offset"
1067msgstr ""
1068
1069#: ../../manual/editing-tilesets.rst:54
1070msgid "A drawing offset in pixels, applied when rendering any tile from the tileset (as part of tile layers or as tile objects). This is can be useful to make your tiles align to the grid."
1071msgstr ""
1072
1073#: ../../manual/editing-tilesets.rst:60
1074msgid "Background Color"
1075msgstr ""
1076
1077#: ../../manual/editing-tilesets.rst:59
1078msgid "A background color for the tileset, which can be set in case the default dark-gray background is not suitable for your tiles."
1079msgstr ""
1080
1081#: ../../manual/editing-tilesets.rst:72
1082msgid "Orientation"
1083msgstr ""
1084
1085#: ../../manual/editing-tilesets.rst:67
1086msgid "When the tileset contains isometric tiles, you can set this to *Isometric*. This value, along with the **Grid Width** and **Grid Height** properties, is taken into account by overlays rendered on top of the tiles. This helps for example when specifying :ref:`terrain-information` or editing :ref:`wang-sets`. It also affects the orientation used by the :ref:`tile-collision-editor`."
1087msgstr ""
1088
1089#: ../../manual/editing-tilesets.rst:77
1090msgid "Columns"
1091msgstr ""
1092
1093#: ../../manual/editing-tilesets.rst:75
1094msgid "This is a read-only property for tilesets based on a tileset image, but for image collection tilesets you can control the number of columns used when displaying the tileset here."
1095msgstr ""
1096
1097#: ../../manual/editing-tilesets.rst:83
1098#: ../../manual/editing-tilesets.rst:113
1099msgid "Image"
1100msgstr ""
1101
1102#: ../../manual/editing-tilesets.rst:80
1103msgid "This property only exists for tilesets based on a tileset image. Selecting the value field will show an *Edit...* button, allowing you to change the parameters relevant to cutting the tiles from the image."
1104msgstr ""
1105
1106#: ../../manual/editing-tilesets.rst:85
1107msgid "Of course, as with most data types in Tiled, you can also associate :doc:`custom-properties` with the tileset."
1108msgstr ""
1109
1110#: ../../manual/editing-tilesets.rst:90
1111msgid "Tile Properties"
1112msgstr ""
1113
1114#: ../../manual/editing-tilesets.rst:93
1115msgid "ID"
1116msgstr ""
1117
1118#: ../../manual/editing-tilesets.rst:93
1119msgid "The ID of the tile in the tileset (read-only)"
1120msgstr ""
1121
1122#: ../../manual/editing-tilesets.rst:101
1123msgid "Type"
1124msgstr "Tyyppi"
1125
1126#: ../../manual/editing-tilesets.rst:100
1127msgid "This property refers to custom types defined in the :ref:`Object Types Editor <predefining-properties>`. See the section about :ref:`typed-tiles` for more information."
1128msgstr ""
1129
1130#: ../../manual/editing-tilesets.rst:104
1131msgid "Width and Height"
1132msgstr ""
1133
1134#: ../../manual/editing-tilesets.rst:104
1135msgid "The size of the tile (read-only)"
1136msgstr ""
1137
1138#: ../../manual/editing-tilesets.rst:109
1139#: ../../manual/using-wang-tiles.rst:129
1140msgid "Probability"
1141msgstr ""
1142
1143#: ../../manual/editing-tilesets.rst:107
1144msgid "Represents a relative probability that this tile will get chosen out of multiple options. This value is used in *Random Mode* and by the :ref:`terrain-tool`."
1145msgstr ""
1146
1147#: ../../manual/editing-tilesets.rst:112
1148msgid "Only relevant for tiles that are part of image collection tilesets, this shows the image file of the tile and allows you to change it."
1149msgstr ""
1150
1151#: ../../manual/editing-tilesets.rst:118
1152msgid "Terrain Information"
1153msgstr ""
1154
1155#: ../../manual/editing-tilesets.rst:120
1156msgid "Terrain information can be added to a tileset to enable the use of the the :ref:`terrain-tool`. See the section about :ref:`defining terrain information <define-terrain-information>`."
1157msgstr ""
1158
1159#: ../../manual/editing-tilesets.rst:131
1160msgid "Wang Sets"
1161msgstr ""
1162
1163#: ../../manual/editing-tilesets.rst:133
1164msgid "A tileset can contain any number of Wang sets for use with the :ref:`wang-tool`. See :ref:`defining-wang-tile-info` for more information."
1165msgstr ""
1166
1167#: ../../manual/editing-tilesets.rst:140
1168#: ../../manual/editing-tilesets.rst:155
1169msgid "Tile Collision Editor"
1170msgstr ""
1171
1172#: ../../manual/editing-tilesets.rst:142
1173msgid "The tile collision editor is available by clicking the *Tile Collision Editor* |tile-collision-editor-icon| button on the tool bar. This will open a view where you can create and edit shapes on the tile. You can also associate custom properties with each shape."
1174msgstr ""
1175
1176#: ../../manual/editing-tilesets.rst:147
1177msgid "Usually these shapes define collision information for a certain sprite or for a tile representing level geometry, but of course you could also use them to add certain hot-spots to your sprites like for particle emitters or the source of gunshots."
1178msgstr ""
1179
1180#: ../../manual/editing-tilesets.rst:159
1181msgid "Check out the `Tiled2Unity`_ tool by Sean Barton for a great example of what you can do with this information. It can take the collision shapes for all tiles and generate a single collision mesh from it, as demonstrated in the `Mega Dad Adventures`_ post."
1182msgstr ""
1183
1184#: ../../manual/editing-tilesets.rst:167
1185#: ../../manual/editing-tilesets.rst:180
1186msgid "Tile Animation Editor"
1187msgstr ""
1188
1189#: ../../manual/editing-tilesets.rst:169
1190msgid "The tile animation editor allows defining a single linear looping animation with each tile by referring to other tiles in the tileset as its frames. Open it by clicking the *Tile Animation Editor* |tile-animation-editor-icon| button."
1191msgstr ""
1192
1193#: ../../manual/editing-tilesets.rst:173
1194msgid "Tile animations can be live-previewed in Tiled, which is useful for getting a feeling of what it would look like in-game. The preview can be turned on or off via *View > Show Tile Animations*."
1195msgstr ""
1196
1197#: ../../manual/editing-tilesets.rst:182
1198msgid "The following steps allow to add or edit a tile animation:"
1199msgstr ""
1200
1201#: ../../manual/editing-tilesets.rst:184
1202msgid "Select the tile in the main Tiled window. This will make the *Tile Animation Editor* window show the (initially empty) animation associated with that tile, along with all other tiles from the tileset."
1203msgstr ""
1204
1205#: ../../manual/editing-tilesets.rst:188
1206msgid "Drag tiles from the tileset view in the Tile Animation Editor into the list on the left to add animation frames. You can drag multiple tiles at the same time. Each new frame gets a default duration of 100 ms."
1207msgstr ""
1208
1209#: ../../manual/editing-tilesets.rst:192
1210msgid "Double-click on the duration of a frame to change it."
1211msgstr ""
1212
1213#: ../../manual/editing-tilesets.rst:194
1214msgid "Drag frames around in the list to reorder them."
1215msgstr ""
1216
1217#: ../../manual/editing-tilesets.rst:196
1218msgid "A preview of the animation shows in the bottom left corner."
1219msgstr ""
1220
1221#: ../../manual/editing-tilesets.rst:211
1222msgid "There are many ways in which the tileset editor can be made more efficient, for example:"
1223msgstr ""
1224
1225#: ../../manual/editing-tilesets.rst:214
1226msgid "**Wang Sets**"
1227msgstr ""
1228
1229#: ../../manual/editing-tilesets.rst:216
1230msgid "Make it easier to set up Wang tiles (`#1729 <https://github.com/bjorn/tiled/issues/1729>`__)"
1231msgstr ""
1232
1233#: ../../manual/editing-tilesets.rst:218
1234msgid "**Tile Collision Editor**"
1235msgstr ""
1236
1237#: ../../manual/editing-tilesets.rst:220
1238msgid "Allow setting collisions for multiple tiles at once (`#1322 <https://github.com/bjorn/tiled/issues/1322>`__)"
1239msgstr ""
1240
1241#: ../../manual/editing-tilesets.rst:221
1242msgid "Render tile collision shapes to the main map (`#799 <https://github.com/bjorn/tiled/issues/799>`__) or to the tileset view (`#1281 <https://github.com/bjorn/tiled/issues/1281>`__)"
1243msgstr ""
1244
1245#: ../../manual/editing-tilesets.rst:224
1246msgid "**Tile Animation Editor**"
1247msgstr ""
1248
1249#: ../../manual/editing-tilesets.rst:226
1250msgid "Allow changing the default frame duration (`#1631 <https://github.com/bjorn/tiled/issues/1631>`__)"
1251msgstr ""
1252
1253#: ../../manual/editing-tilesets.rst:227
1254msgid "Allow changing the duration of multiple frames at the same time (`#1310 <https://github.com/bjorn/tiled/issues/1310>`__)"
1255msgstr ""
1256
1257#: ../../manual/editing-tilesets.rst:228
1258msgid "Support multiple named animations per tile (`#986 <https://github.com/bjorn/tiled/issues/986>`__)"
1259msgstr ""
1260
1261#: ../../manual/export.rst:2
1262msgid "Export Formats"
1263msgstr ""
1264
1265#: ../../manual/export.rst:4
1266msgid "While there are many :doc:`libraries and frameworks </reference/support-for-tmx-maps>` that work directly with Tiled maps, Tiled also supports a number of additional file and export formats."
1267msgstr ""
1268
1269#: ../../manual/export.rst:8
1270msgid "Exporting can be done by clicking *File > Export*. When triggering the menu action multiple times, Tiled will only ask for the file name the first time. Exporting can also be automated using the ``--export-map`` command-line parameter."
1271msgstr ""
1272
1273#: ../../manual/export.rst:15
1274msgid "When exporting on the command-line on Linux, Tiled will still need an X server to run. To automate exports in a headless environment, you can use a headless X server such as `Xvfb`_. In this case you would run Tiled from the command-line as follows:"
1275msgstr ""
1276
1277#: ../../manual/export.rst:25
1278msgid "JSON"
1279msgstr ""
1280
1281#: ../../manual/export.rst:27
1282msgid ":doc:`The JSON format </reference/json-map-format>` is most common additional file format supported by Tiled. It can be used instead of TMX since Tiled can also open JSON maps and tilesets and the format supports all Tiled features. Especially in the browser and when using JavaScript in general, the JSON format is easier to load."
1283msgstr ""
1284
1285#: ../../manual/export.rst:33
1286msgid "The JSON format is currently the only additional format supported for tilesets."
1287msgstr ""
1288
1289#: ../../manual/export.rst:39
1290msgid "Lua"
1291msgstr ""
1292
1293#: ../../manual/export.rst:41
1294msgid "Maps can be exported to Lua code. This export option supports most of Tiled's features and is useful when using a Lua-based framework like `LÖVE`_ (with `Simple Tiled Implementation`_), `Corona`_ (with `ponytiled`_ or `Dusk Engine`_) or `Defold`_."
1295msgstr ""
1296
1297#: ../../manual/export.rst:46
1298msgid "Currently not included are the type of custom properties (though the type does affect how a property value is exported) and information related to recent features like :doc:`Wang tiles <using-wang-tiles>` and :doc:`object templates <using-templates>`."
1299msgstr ""
1300
1301#: ../../manual/export.rst:52
1302msgid "CSV"
1303msgstr ""
1304
1305#: ../../manual/export.rst:54
1306msgid "The CSV export only supports :doc:`tile layers <editing-tile-layers>`. Maps containing multiple tile layers will export as multiple files, called ``base_<layer-name>.csv``."
1307msgstr ""
1308
1309#: ../../manual/export.rst:58
1310msgid "Each tile is written out by its ID, unless the tile has a custom property called ``name``, in which case its value is used to write out the tile. Using multiple tilesets will lead to ambiguous IDs, unless the custom ``name`` property is used. Empty cells get the value ``-1``."
1311msgstr ""
1312
1313#: ../../manual/export.rst:66
1314msgid "GameMaker: Studio 1.4"
1315msgstr ""
1316
1317#: ../../manual/export.rst:68
1318msgid "GameMaker: Studio 1.4 uses a custom XML-based format to store its rooms, and Tiled ships with a plugin to export maps in this format. Currently only orthogonal maps will export correctly."
1319msgstr ""
1320
1321#: ../../manual/export.rst:72
1322msgid "Tile layers and tile objects (when no type is set) will export as \"tile\" elements. These support horizontal and vertical flipping, but no rotation. For tile objects, scaling is also supported."
1323msgstr ""
1324
1325#: ../../manual/export.rst:78
1326msgid "The tilesets have to be named the same as the corresponding backgrounds in the GameMaker project. Otherwise GameMaker will pop up an error for each tile while loading the exported ``room.gmx`` file."
1327msgstr ""
1328
1329#: ../../manual/export.rst:83
1330msgid "Object Instances"
1331msgstr ""
1332
1333#: ../../manual/export.rst:85
1334msgid "GameMaker object instances are created by putting the object name in the \"Type\" field of the object in Tiled. Rotation is supported here, and for tile objects also flipping and scaling is supported (though flipping in combination with rotation doesn't appear to work in GameMaker)."
1335msgstr ""
1336
1337#: ../../manual/export.rst:94
1338msgid "The following custom properties can be set on objects to affect the exported instance:"
1339msgstr ""
1340
1341#: ../../manual/export.rst:97
1342msgid "string ``code`` (instance creation code, default: \"\")"
1343msgstr ""
1344
1345#: ../../manual/export.rst:98
1346msgid "float ``scaleX`` (default: derived from tile or 1.0)"
1347msgstr ""
1348
1349#: ../../manual/export.rst:99
1350msgid "float ``scaleY`` (default: derived from tile or 1.0)"
1351msgstr ""
1352
1353#: ../../manual/export.rst:100
1354msgid "int ``originX`` (default: 0)"
1355msgstr ""
1356
1357#: ../../manual/export.rst:101
1358msgid "int ``originY`` (default: 0)"
1359msgstr ""
1360
1361#: ../../manual/export.rst:103
1362msgid "The ``scaleX`` and ``scaleY`` properties can be used to override the scale of the instance. However, if the scale is relevant then it will generally be easier to use a tile object, in which case it is automatically derived from the tile size and the object size."
1363msgstr ""
1364
1365#: ../../manual/export.rst:108
1366msgid "The ``originX`` and ``originY`` properties can be used to tell Tiled about the origin of the object defined in GameMaker, as an offset from the top-left. This origin is taken into account when determining the position of the exported instance."
1367msgstr ""
1368
1369#: ../../manual/export.rst:115
1370msgid "Of course setting the type and/or the above properties manually for each instance will get old fast. Since Tiled 1.0.2, you can instead use tile objects with the type set on the tile, and in Tiled 1.1 you can also use :doc:`object templates <using-templates>`."
1371msgstr ""
1372
1373#: ../../manual/export.rst:125
1374msgid "Views"
1375msgstr ""
1376
1377#: ../../manual/export.rst:131
1378msgid "Views can be defined using :ref:`rectangle objects <insert-rectangle-tool>` where the Type has been set to ``view``. The position and size will be snapped to pixels. Whether the view is visible when the room starts depends on whether the object is visible. The use of views is automatically enabled when any views are defined."
1379msgstr ""
1380
1381#: ../../manual/export.rst:137
1382msgid "The following custom properties can be used to define the various other properties of the view:"
1383msgstr ""
1384
1385#: ../../manual/export.rst:140
1386msgid "**Port on screen**"
1387msgstr ""
1388
1389#: ../../manual/export.rst:142
1390msgid "int ``xport`` (default: 0)"
1391msgstr ""
1392
1393#: ../../manual/export.rst:143
1394msgid "int ``yport`` (default: 0)"
1395msgstr ""
1396
1397#: ../../manual/export.rst:144
1398msgid "int ``wport`` (default: 1024)"
1399msgstr ""
1400
1401#: ../../manual/export.rst:145
1402msgid "int ``hport`` (default: 768)"
1403msgstr ""
1404
1405#: ../../manual/export.rst:147
1406msgid "**Object following**"
1407msgstr ""
1408
1409#: ../../manual/export.rst:149
1410msgid "string ``objName``"
1411msgstr ""
1412
1413#: ../../manual/export.rst:150
1414msgid "int ``hborder`` (default: 32)"
1415msgstr ""
1416
1417#: ../../manual/export.rst:151
1418msgid "int ``vborder`` (default: 32)"
1419msgstr ""
1420
1421#: ../../manual/export.rst:152
1422msgid "int ``hspeed`` (default: -1)"
1423msgstr ""
1424
1425#: ../../manual/export.rst:153
1426msgid "int ``vspeed`` (default: -1)"
1427msgstr ""
1428
1429#: ../../manual/export.rst:157
1430msgid "When you're defining views in Tiled, it is useful to add ``view`` as object type in the :ref:`Object Types Editor <predefining-properties>`, adding the above properties for ease of access. If you frequently use views with similar settings, you can set up :doc:`templates <using-templates>` for them."
1431msgstr ""
1432
1433#: ../../manual/export.rst:167
1434#: ../../manual/keyboard-shortcuts.rst:9
1435#: ../../manual/preferences.rst:21
1436msgid "General"
1437msgstr ""
1438
1439#: ../../manual/export.rst:169
1440msgid "int ``speed`` (default: 30)"
1441msgstr ""
1442
1443#: ../../manual/export.rst:170
1444msgid "bool ``persistent`` (default: false)"
1445msgstr ""
1446
1447#: ../../manual/export.rst:171
1448msgid "bool ``clearDisplayBuffer`` (default: true)"
1449msgstr ""
1450
1451#: ../../manual/export.rst:172
1452msgid "bool ``clearViewBackground`` (default: false)"
1453msgstr ""
1454
1455#: ../../manual/export.rst:173
1456msgid "string ``code`` (map creation code, default: \"\")"
1457msgstr ""
1458
1459#: ../../manual/export.rst:176
1460msgid "Physics"
1461msgstr ""
1462
1463#: ../../manual/export.rst:178
1464msgid "bool ``PhysicsWorld`` (default: false)"
1465msgstr ""
1466
1467#: ../../manual/export.rst:179
1468msgid "int ``PhysicsWorldTop`` (default: 0)"
1469msgstr ""
1470
1471#: ../../manual/export.rst:180
1472msgid "int ``PhysicsWorldLeft`` (default: 0)"
1473msgstr ""
1474
1475#: ../../manual/export.rst:181
1476msgid "int ``PhysicsWorldRight`` (default: width of map in pixels)"
1477msgstr ""
1478
1479#: ../../manual/export.rst:182
1480msgid "int ``PhysicsWorldBottom`` (default: height of map in pixels)"
1481msgstr ""
1482
1483#: ../../manual/export.rst:183
1484msgid "float ``PhysicsWorldGravityX`` (default: 0.0)"
1485msgstr ""
1486
1487#: ../../manual/export.rst:184
1488msgid "float ``PhysicsWorldGravityY`` (default: 10.0)"
1489msgstr ""
1490
1491#: ../../manual/export.rst:185
1492msgid "float ``PhysicsWorldPixToMeters`` (default: 0.1)"
1493msgstr ""
1494
1495#: ../../manual/export.rst:188
1496msgid "Layer Properties"
1497msgstr ""
1498
1499#: ../../manual/export.rst:190
1500msgid "Both tile layers and object layers may produce \"tile\" elements in the exported room file. Their depth is set automatically, with tiles from the bottom-most layer getting a value of 10000000 (the GameMaker default) and counting up from there. If you want to set a custom depth value you can set the following property on the layer:"
1501msgstr ""
1502
1503#: ../../manual/export.rst:196
1504msgid "int ``depth`` (default: 10000000 + N)"
1505msgstr ""
1506
1507#: ../../manual/export.rst:203
1508msgid "tBIN"
1509msgstr ""
1510
1511#: ../../manual/export.rst:205
1512msgid "The tBIN map format is a binary format used by the `tIDE Tile Map Editor`_. tIDE was used by `Stardew Valley`_, a successful game that spawned many `community mods <https://www.nexusmods.com/stardewvalley/?>`__."
1513msgstr ""
1514
1515#: ../../manual/export.rst:209
1516msgid "Tiled ships with a plugin that enables direct editing of Stardew Valley maps (and any other maps using the tBIN format). This plugin needs to be enabled in *Edit > Preferences > Plugins*. It is not enabled by default because it won't store everything (most notably it doesn't support object layers in general, nor external tilesets), so you need to know what you are doing."
1517msgstr ""
1518
1519#: ../../manual/export.rst:218
1520msgid "The tBIN format supports setting custom properties on the tiles of a tile layer. Since Tiled does not support this directly, \"TileData\" objects are created that match the location of the tile, on which such properties are then stored. Care should be taken to keep these objects aligned to the grid for the saving to work correctly."
1521msgstr ""
1522
1523#: ../../manual/export.rst:225
1524msgid "Defold"
1525msgstr ""
1526
1527#: ../../manual/export.rst:227
1528msgid "Tiled can export a map to a `Defold Tile Map <https://www.defold.com/manuals/2dgraphics/#_tile_maps>`__ (\\*.tilemap). This component only supports tile layers and only a single tileset may be used. The plugin is disabled by default."
1529msgstr ""
1530
1531#: ../../manual/export.rst:231
1532msgid "Upon export, the ``tile_set`` property of the Tile Map is left empty, so it will need to be set up in Defold after each export."
1533msgstr ""
1534
1535#: ../../manual/export.rst:234
1536msgid "When any additional information from the map is needed, the map can be exported in :ref:`Lua format <lua-export>` and loaded as Defold script."
1537msgstr ""
1538
1539#: ../../manual/export.rst:238
1540msgid "Other Formats"
1541msgstr ""
1542
1543#: ../../manual/export.rst:240
1544msgid "A few other plugins ship with Tiled to support various games:"
1545msgstr ""
1546
1547#: ../../manual/export.rst:242
1548msgid "droidcraft"
1549msgstr ""
1550
1551#: ../../manual/export.rst:243
1552msgid "Adds support for editing `DroidCraft <https://play.google.com/store/apps/details?id=org.me.droidcraft>`__ maps (\\*.dat)"
1553msgstr ""
1554
1555#: ../../manual/export.rst:244
1556msgid "flare"
1557msgstr ""
1558
1559#: ../../manual/export.rst:245
1560msgid "Adds support for editing `Flare Engine <http://flarerpg.org/>`__ maps (\\*.txt)"
1561msgstr ""
1562
1563#: ../../manual/export.rst:246
1564msgid "replicaisland"
1565msgstr ""
1566
1567#: ../../manual/export.rst:247
1568msgid "Adds support for editing `Replica Island <http://replicaisland.net/>`__ maps (\\*.bin)"
1569msgstr ""
1570
1571#: ../../manual/export.rst:249
1572msgid "tengine"
1573msgstr ""
1574
1575#: ../../manual/export.rst:249
1576msgid "Adds support for exporting to `T-Engine4 <https://te4.org/te4>`__ maps (\\*.lua)"
1577msgstr ""
1578
1579#: ../../manual/export.rst:251
1580msgid "These plugins are disabled by default. They can be enabled in *Edit > Preferences > Plugins*."
1581msgstr ""
1582
1583#: ../../manual/export.rst:254
1584#: ../../manual/python.rst:2
1585msgid "Python Scripts"
1586msgstr ""
1587
1588#: ../../manual/export.rst:256
1589msgid "It is also possible to write :doc:`Python scripts <python>` to add support for importing or exporting custom map formats."
1590msgstr ""
1591
1592#: ../../manual/introduction.rst:2
1593msgid "Introduction"
1594msgstr ""
1595
1596#: ../../manual/introduction.rst:5
1597msgid "About Tiled"
1598msgstr ""
1599
1600#: ../../manual/introduction.rst:7
1601msgid "**Tiled is a 2D level editor that helps you develop the content of your game. Its primary feature is to edit tile maps of various forms, but it also supports free image placement as well as powerful ways to annotate your level with extra information used by the game. Tiled focuses on general flexibility while trying to stay intuitive.**"
1602msgstr ""
1603
1604#: ../../manual/introduction.rst:13
1605msgid "In terms of tile maps, it supports straight rectangular tile layers, but also projected isometric, staggered isometric and staggered hexagonal layers. A tileset can be either a single image containing many tiles, or it can be a collection of individual images. In order to support certain depth faking techniques, tiles and layers can be offset by a custom distance and their rendering order can be configured."
1606msgstr ""
1607
1608#: ../../manual/introduction.rst:20
1609msgid "The primary tool for editing :ref:`tile layers <tile-layer-introduction>` is a stamp brush that allows efficient painting and copying of tile areas. It also supports drawing lines and circles. In addition, there are several selection tools and a tool that does :doc:`automatic terrain transitions <using-the-terrain-tool>`. Finally, it can apply changes based on :doc:`pattern-matching <automapping>` to automate parts of your work."
1610msgstr ""
1611
1612#: ../../manual/introduction.rst:27
1613msgid "Tiled also supports :ref:`object layers <object-layer-introduction>`, which traditionally were only for annotating your map with information but more recently they can also be used to place images. You can add rectangle, point, ellipse, polygon, polyline and tile objects. Object placement is not limited to the tile grid and objects can also be scaled or rotated. Object layers offer a lot of flexibility to add almost any information to your level that your game needs."
1614msgstr ""
1615
1616#: ../../manual/introduction.rst:35
1617msgid "Other things worth mentioning are the support for adding custom map or tileset formats through plugins, the tile stamp memory, tile animation support and the tile collision editor."
1618msgstr ""
1619
1620#: ../../manual/introduction.rst:42
1621msgid "Getting Started"
1622msgstr ""
1623
1624#: ../../manual/introduction.rst:45
1625msgid "Creating a New Map"
1626msgstr ""
1627
1628#: ../../manual/introduction.rst:47
1629msgid "When launching Tiled for the first time, we are greeted with the following window:"
1630msgstr ""
1631
1632#: ../../manual/introduction.rst:53
1633msgid "Tiled Window"
1634msgstr ""
1635
1636#: ../../manual/introduction.rst:55
1637msgid "The first thing we'll do is to start a new map with *File -> New -> New Map…* (``Ctrl+N``). The following dialog will pop up:"
1638msgstr ""
1639
1640#: ../../manual/introduction.rst:62
1641msgid "New Map"
1642msgstr ""
1643
1644#: ../../manual/introduction.rst:64
1645msgid "Here, we choose the initial map size, tile size, orientation, tile layer format, tile render order (only supported for *Orthogonal* maps) and whether the map is :doc:`infinite <using-infinite-maps>` or not. All of these things can be changed later as needed, so it's not important to get it all right the first time."
1646msgstr ""
1647
1648#: ../../manual/introduction.rst:70
1649msgid "After saving our map, we'll see the tile grid and an initial tile layer will be added to the map. However, before we can start using any tiles we need to add a tileset. Choose *File -> New -> New Tileset…* to open the New Tileset dialog:"
1650msgstr ""
1651
1652#: ../../manual/introduction.rst:79
1653msgid "New Tileset"
1654msgstr ""
1655
1656#: ../../manual/introduction.rst:81
1657msgid "Click the *Browse…* button and select the ``tmw_desert_spacing.png`` tileset from the examples shipping with Tiled (or use one of your own if you wish). This example tileset uses a tile size of 32x32. It also has a one pixel *margin* around the tiles and a one pixel *spacing* in between the tiles (this is pretty rare actually, usually you should leave these values on 0)."
1658msgstr ""
1659
1660#: ../../manual/introduction.rst:90
1661msgid "We leave the *Embed in map* option disabled. This is recommended, since it will allow the tileset to be used by multiple maps without setting up its parameters again. It will also be good to store the tileset in its own file if you later add tile properties, terrain definitions, collision shapes, etc., since that information is then shared between all your maps."
1662msgstr ""
1663
1664#: ../../manual/introduction.rst:97
1665msgid "After saving the tileset, Tiled should look as follows:"
1666msgstr ""
1667
1668#: ../../manual/introduction.rst:102
1669msgid "Tileset Created"
1670msgstr ""
1671
1672#: ../../manual/introduction.rst:104
1673msgid "Since we don't want to do anything else with the tileset for now, just switch back to the map file:"
1674msgstr ""
1675
1676#: ../../manual/introduction.rst:110
1677msgid "Tileset Usable on the Map"
1678msgstr ""
1679
1680#: ../../manual/introduction.rst:112
1681msgid "We're ready to select some tiles and start painting! But first, let's have a quick look at the :doc:`various layer types <layers>` supported by Tiled."
1682msgstr ""
1683
1684#: ../../manual/introduction.rst:118
1685msgid "Much of the manual still needs to be written. Fortunately, there is a very nice `Tiled Map Editor Tutorial Series`_ on GamesFromScratch.com. In addition, the support for Tiled in various :doc:`engines and frameworks </reference/support-for-tmx-maps>` often comes with some usage information."
1686msgstr ""
1687
1688#: ../../manual/keyboard-shortcuts.rst:2
1689msgid "Keyboard Shortcuts"
1690msgstr ""
1691
1692#: ../../manual/keyboard-shortcuts.rst:4
1693msgid "Try out these keyboard shortcuts to help save you time."
1694msgstr ""
1695
1696#: ../../manual/keyboard-shortcuts.rst:6
1697msgid "On Mac, replace ``Ctrl`` with the ``Command`` key."
1698msgstr ""
1699
1700#: ../../manual/keyboard-shortcuts.rst:11
1701msgid "``Right Click on Tile`` - Captures the tile under the mouse (drag to capture larger areas)."
1702msgstr ""
1703
1704#: ../../manual/keyboard-shortcuts.rst:13
1705msgid "``Ctrl + MouseWheel`` - Zoom in/out on tileset and map"
1706msgstr ""
1707
1708#: ../../manual/keyboard-shortcuts.rst:14
1709msgid "``Ctrl + Plus/Minus`` - Zoom in/out on map"
1710msgstr ""
1711
1712#: ../../manual/keyboard-shortcuts.rst:15
1713msgid "``Ctrl + 0`` - Reset zoom on map"
1714msgstr ""
1715
1716#: ../../manual/keyboard-shortcuts.rst:16
1717msgid "``Ctrl + Object Move`` - Toggles \"Snap to Grid\" temporarily"
1718msgstr ""
1719
1720#: ../../manual/keyboard-shortcuts.rst:17
1721msgid "``Ctrl + Object Resize`` - Keep aspect ratio"
1722msgstr ""
1723
1724#: ../../manual/keyboard-shortcuts.rst:18
1725msgid "``Alt + Object Resize`` - Toggles \"Snap to Grid\" temporarily"
1726msgstr ""
1727
1728#: ../../manual/keyboard-shortcuts.rst:19
1729msgid "``Middle Click`` or ``Space Bar`` - Hold to pan the map view"
1730msgstr ""
1731
1732#: ../../manual/keyboard-shortcuts.rst:20
1733msgid "``Ctrl + X`` - Cut (tiles, objects or properties)"
1734msgstr ""
1735
1736#: ../../manual/keyboard-shortcuts.rst:21
1737msgid "``Ctrl + C`` - Copy (tiles, objects or properties)"
1738msgstr ""
1739
1740#: ../../manual/keyboard-shortcuts.rst:22
1741msgid "``Ctrl + V`` - Paste (tiles, objects or properties)"
1742msgstr ""
1743
1744#: ../../manual/keyboard-shortcuts.rst:23
1745msgid "``Del`` - Delete (tiles or objects)"
1746msgstr ""
1747
1748#: ../../manual/keyboard-shortcuts.rst:24
1749msgid "``H`` - Toggle highlighting of the current layer"
1750msgstr ""
1751
1752#: ../../manual/keyboard-shortcuts.rst:25
1753msgid "``A`` - Invokes :doc:`automapping`"
1754msgstr ""
1755
1756#: ../../manual/keyboard-shortcuts.rst:26
1757msgid "``Alt + C`` - Copy current position of mouse cursor to clipboard (in tile coordinates)"
1758msgstr ""
1759
1760#: ../../manual/keyboard-shortcuts.rst:28
1761msgid "``Ctrl + D`` - Duplicate selected objects (since Tiled 1.0, before it was Delete)"
1762msgstr ""
1763
1764#: ../../manual/keyboard-shortcuts.rst:30
1765msgid "``Ctrl + Shift + D`` - Duplicate active layer"
1766msgstr ""
1767
1768#: ../../manual/keyboard-shortcuts.rst:31
1769msgid "``F2`` - Rename (if applicable in context)"
1770msgstr ""
1771
1772#: ../../manual/keyboard-shortcuts.rst:32
1773msgid "``Tab`` - Hide docks and tool bars (since Tiled 1.0)"
1774msgstr ""
1775
1776#: ../../manual/keyboard-shortcuts.rst:33
1777msgid "``Ctrl + PgUp`` - Select previous layer (above current layer)"
1778msgstr ""
1779
1780#: ../../manual/keyboard-shortcuts.rst:34
1781msgid "``Ctrl + PgDown`` - Select next layer (below current layer)"
1782msgstr ""
1783
1784#: ../../manual/keyboard-shortcuts.rst:35
1785msgid "``Ctrl + Shift + Up`` - Move current layer up"
1786msgstr ""
1787
1788#: ../../manual/keyboard-shortcuts.rst:36
1789msgid "``Ctrl + Shift + Down`` - Move current layer down"
1790msgstr ""
1791
1792#: ../../manual/keyboard-shortcuts.rst:37
1793msgid "``Ctrl + Shift + H`` - Show/Hide all other layers (only active layer visible / all layers visible)"
1794msgstr ""
1795
1796#: ../../manual/keyboard-shortcuts.rst:39
1797msgid "``Ctrl + Tab`` - Switch to left document"
1798msgstr ""
1799
1800#: ../../manual/keyboard-shortcuts.rst:40
1801msgid "``Ctrl + Shift + Tab`` - Switch to right document"
1802msgstr ""
1803
1804#: ../../manual/keyboard-shortcuts.rst:41
1805msgid "``Alt + Left`` - Switch to left document"
1806msgstr ""
1807
1808#: ../../manual/keyboard-shortcuts.rst:42
1809msgid "``Alt + Right`` - Switch to right document"
1810msgstr ""
1811
1812#: ../../manual/keyboard-shortcuts.rst:43
1813msgid "``Ctrl + G`` - Toggle displaying of the tile grid"
1814msgstr ""
1815
1816#: ../../manual/keyboard-shortcuts.rst:44
1817msgid "``Ctrl + W`` - Close current document"
1818msgstr ""
1819
1820#: ../../manual/keyboard-shortcuts.rst:45
1821msgid "``Ctrl + Shift + W`` - Close all documents"
1822msgstr ""
1823
1824#: ../../manual/keyboard-shortcuts.rst:46
1825msgid "``Ctrl + E`` - Export current document"
1826msgstr ""
1827
1828#: ../../manual/keyboard-shortcuts.rst:47
1829msgid "``Ctrl + Shift + E`` - Export current document to another file"
1830msgstr ""
1831
1832#: ../../manual/keyboard-shortcuts.rst:48
1833msgid "``Ctrl + R`` - Reload current document"
1834msgstr ""
1835
1836#: ../../manual/keyboard-shortcuts.rst:49
1837msgid "``Ctrl + T`` - Force-reload all tilesets used by the current map (mainly useful when not using the automatic reloading)"
1838msgstr ""
1839
1840#: ../../manual/keyboard-shortcuts.rst:53
1841msgid "When a tile layer is selected"
1842msgstr ""
1843
1844#: ../../manual/keyboard-shortcuts.rst:55
1845msgid "``D`` - Toggle Random Mode"
1846msgstr ""
1847
1848#: ../../manual/keyboard-shortcuts.rst:56
1849msgid "``B`` - Activate :ref:`stamp-tool`"
1850msgstr ""
1851
1852#: ../../manual/keyboard-shortcuts.rst:58
1853msgid "``Shift + Click`` - Line mode, places tiles on a line between two clicked locations"
1854msgstr ""
1855
1856#: ../../manual/keyboard-shortcuts.rst:60
1857msgid "``Ctrl + Shift + Click`` - Circle mode, places tiles around the clicked center"
1858msgstr ""
1859
1860#: ../../manual/keyboard-shortcuts.rst:63
1861msgid "``T`` - Activate :ref:`terrain-tool`"
1862msgstr ""
1863
1864#: ../../manual/keyboard-shortcuts.rst:64
1865msgid "``G`` - Activate :ref:`wang-tool` (since Tiled 1.1)"
1866msgstr ""
1867
1868#: ../../manual/keyboard-shortcuts.rst:65
1869msgid "``F`` - Activate :ref:`bucket-fill-tool`"
1870msgstr ""
1871
1872#: ../../manual/keyboard-shortcuts.rst:66
1873msgid "``E`` - Activate :ref:`eraser-tool`"
1874msgstr ""
1875
1876#: ../../manual/keyboard-shortcuts.rst:67
1877msgid "``R`` - Activate Rectangular Select"
1878msgstr ""
1879
1880#: ../../manual/keyboard-shortcuts.rst:68
1881msgid "``W`` - Activate Magic Wand"
1882msgstr ""
1883
1884#: ../../manual/keyboard-shortcuts.rst:69
1885msgid "``S`` - Activate Select Same Tile"
1886msgstr ""
1887
1888#: ../../manual/keyboard-shortcuts.rst:70
1889msgid "``Ctrl + 1-9`` - Store current tile selection (similar to ``Ctrl + C``)"
1890msgstr ""
1891
1892#: ../../manual/keyboard-shortcuts.rst:72
1893msgid "``1-9`` recall the previous selection (similar to ``Ctrl + V``)"
1894msgstr ""
1895
1896#: ../../manual/keyboard-shortcuts.rst:73
1897msgid "``Ctrl + A`` - Select the whole layer"
1898msgstr ""
1899
1900#: ../../manual/keyboard-shortcuts.rst:74
1901msgid "``Ctrl + Shift + A`` - Select nothing"
1902msgstr ""
1903
1904#: ../../manual/keyboard-shortcuts.rst:76
1905msgid "Changing the active stamp:"
1906msgstr ""
1907
1908#: ../../manual/keyboard-shortcuts.rst:78
1909msgid "``X`` - Flip active stamp horizontally"
1910msgstr ""
1911
1912#: ../../manual/keyboard-shortcuts.rst:79
1913msgid "``Y`` - Flip active stamp vertically"
1914msgstr ""
1915
1916#: ../../manual/keyboard-shortcuts.rst:80
1917msgid "``Z`` - Rotate active stamp clockwise"
1918msgstr ""
1919
1920#: ../../manual/keyboard-shortcuts.rst:81
1921msgid "``Shift + Z`` - Rotate active stamp counterclockwise"
1922msgstr ""
1923
1924#: ../../manual/keyboard-shortcuts.rst:85
1925msgid "When an object layer is selected"
1926msgstr ""
1927
1928#: ../../manual/keyboard-shortcuts.rst:87
1929msgid "``S`` - Activate :ref:`select-objects-tool`"
1930msgstr ""
1931
1932#: ../../manual/keyboard-shortcuts.rst:89
1933msgid "``PgUp`` - Raise selected objects (with Manual object drawing order)"
1934msgstr ""
1935
1936#: ../../manual/keyboard-shortcuts.rst:91
1937msgid "``PgDown`` - Lower selected objects (with Manual object drawing order)"
1938msgstr ""
1939
1940#: ../../manual/keyboard-shortcuts.rst:93
1941msgid "``Home`` - Move selected objects to Top (with Manual object drawing order)"
1942msgstr ""
1943
1944#: ../../manual/keyboard-shortcuts.rst:95
1945msgid "``End`` - Move selected objects to Bottom (with Manual object drawing order)"
1946msgstr ""
1947
1948#: ../../manual/keyboard-shortcuts.rst:98
1949msgid "``O`` - Activate :ref:`edit-polygons-tool` (was ``E`` until Tiled 1.0)"
1950msgstr ""
1951
1952#: ../../manual/keyboard-shortcuts.rst:99
1953msgid "``R`` - Activate :ref:`insert-rectangle-tool`"
1954msgstr ""
1955
1956#: ../../manual/keyboard-shortcuts.rst:100
1957msgid "``I`` - Activate :ref:`insert-point-tool`"
1958msgstr ""
1959
1960#: ../../manual/keyboard-shortcuts.rst:101
1961msgid "``C`` - Activate :ref:`insert-ellipse-tool`"
1962msgstr ""
1963
1964#: ../../manual/keyboard-shortcuts.rst:102
1965msgid "``P`` - Activate :ref:`insert-polygon-tool`"
1966msgstr ""
1967
1968#: ../../manual/keyboard-shortcuts.rst:103
1969msgid "``L`` - Activate :ref:`insert-polyline-tool`"
1970msgstr ""
1971
1972#: ../../manual/keyboard-shortcuts.rst:105
1973msgid "``Enter`` - Finish creating object"
1974msgstr ""
1975
1976#: ../../manual/keyboard-shortcuts.rst:106
1977msgid "``Escape`` - Cancel creating object"
1978msgstr ""
1979
1980#: ../../manual/keyboard-shortcuts.rst:108
1981msgid "``T`` - Activate :ref:`insert-tile-tool`"
1982msgstr ""
1983
1984#: ../../manual/keyboard-shortcuts.rst:109
1985msgid "``V`` - Activate :ref:`insert-template-tool` (since Tiled 1.1)"
1986msgstr ""
1987
1988#: ../../manual/keyboard-shortcuts.rst:110
1989msgid "``E`` - Activate :ref:`insert-text-tool` (since Tiled 1.0)"
1990msgstr ""
1991
1992#: ../../manual/keyboard-shortcuts.rst:111
1993msgid "``Ctrl + A`` - Select all objects in the current object layer"
1994msgstr ""
1995
1996#: ../../manual/keyboard-shortcuts.rst:112
1997msgid "``Ctrl + Shift + A`` - Clear object selection"
1998msgstr ""
1999
2000#: ../../manual/keyboard-shortcuts.rst:115
2001msgid "In the Properties dialog"
2002msgstr ""
2003
2004#: ../../manual/keyboard-shortcuts.rst:117
2005msgid "``Del`` or ``Backspace`` - Deletes a property"
2006msgstr ""
2007
2008#: ../../manual/layers.rst:2
2009msgid "Working with Layers"
2010msgstr ""
2011
2012#: ../../manual/layers.rst:4
2013msgid "A Tiled map supports various sorts of content, and this content is organized into various different layers. The most common layers are the `Tile Layer <#tile-layers>`__ and the `Object Layer <#object-layers>`__. There is also an `Image Layer <#image-layers>`__ for including simple foreground or background graphics. The order of the layers determines the rendering order of your content."
2014msgstr ""
2015
2016#: ../../manual/layers.rst:11
2017msgid "Layers can be hidden, made only partially visible and can be locked. Layers also have an offset, which can be used to position them independently of each other, for example to fake depth."
2018msgstr ""
2019
2020#: ../../manual/layers.rst:18
2021msgid "The eye and lock icon toggle the visibility and locked state of a layer respectively."
2022msgstr ""
2023
2024#: ../../manual/layers.rst:21
2025msgid "You use `Group Layers <#group-layers>`__ to organize the layers into a hierarchy. This makes it more comfortable to work with a large amount of layers."
2026msgstr ""
2027
2028#: ../../manual/layers.rst:28
2029msgid "Tile Layers"
2030msgstr ""
2031
2032#: ../../manual/layers.rst:30
2033msgid "Tile layers provide an efficient way of storing a large area filled with tile data. The data is a simple array of tile references and as such no additional information can be stored for each location. The only extra information stored are a few flags, that allow tile graphics to be flipped vertically, horizontally or anti-diagonally (to support rotation in 90-degree increments)."
2034msgstr ""
2035
2036#: ../../manual/layers.rst:37
2037msgid "The information needed to render each tile layer is stored with the map, which specifies the position and rendering order of the tiles based on the orientation and various other properties."
2038msgstr ""
2039
2040#: ../../manual/layers.rst:41
2041msgid "Despite only being able to refer to tiles, tile layers can also be useful for defining various bits of non-graphical information in your level. Collision information can often be conveyed using a special tileset, and any kind of object that does not need custom properties and is always aligned to the grid can also be placed on a tile layer."
2042msgstr ""
2043
2044#: ../../manual/layers.rst:50
2045msgid "Object Layers"
2046msgstr ""
2047
2048#: ../../manual/layers.rst:52
2049msgid "Object layers are useful because they can store many kinds of information that would not fit in a tile layer. Objects can be freely positioned, resized and rotated. They can also have individual custom properties. There are many kinds of objects:"
2050msgstr ""
2051
2052#: ../../manual/layers.rst:57
2053msgid "**Rectangle** - for marking custom rectangular areas"
2054msgstr ""
2055
2056#: ../../manual/layers.rst:58
2057msgid "**Ellipse** - for marking custom ellipse or circular areas"
2058msgstr ""
2059
2060#: ../../manual/layers.rst:59
2061msgid "**Point** - for marking exact locations"
2062msgstr ""
2063
2064#: ../../manual/layers.rst:60
2065msgid "**Polygon** - for when a rectangle or ellipse doesn't cut it (often a collision area)"
2066msgstr ""
2067
2068#: ../../manual/layers.rst:62
2069msgid "**Polyline** - can be a path to follow or a wall to collide with"
2070msgstr ""
2071
2072#: ../../manual/layers.rst:63
2073msgid "**Tile** - for freely placing, scaling and rotating your tile graphics"
2074msgstr ""
2075
2076#: ../../manual/layers.rst:65
2077msgid "**Text** - for custom text or notes (since Tiled 1.0)"
2078msgstr ""
2079
2080#: ../../manual/layers.rst:67
2081msgid "All objects can be named, in which case their name will show up in a label above them (by default only for selected objects). Objects can also be given a *type*, which is useful since it can be used to customize the color of their label and the available :ref:`custom properties <predefining-properties>` for this object type. For tile objects, the type can be :ref:`inherited from their tile <tile-property-inheritance>`."
2082msgstr ""
2083
2084#: ../../manual/layers.rst:75
2085msgid "For most map types, objects are positioned in plain pixels. The only exception to this are isometric maps (not isometric staggered). For isometric maps, it was deemed useful to store their positions in a projected coordinate space. For this, the isometric tiles are assumed to represent projected squares with both sides equal to the *tile height*. If you're using a different coordinate space for objects in your isometric game, you'll need to convert these coordinates accordingly."
2086msgstr ""
2087
2088#: ../../manual/layers.rst:83
2089msgid "The object width and height is also mostly stored in pixels. For isometric maps, all shape objects (rectangle, point, ellipse, polygon and polyline) are projected into the same coordinate space described above. This is based on the assumption that these objects are generally used to mark areas on the map."
2090msgstr ""
2091
2092#: ../../manual/layers.rst:90
2093msgid "Image Layers"
2094msgstr ""
2095
2096#: ../../manual/layers.rst:92
2097msgid "Image layers provide a way to quickly include a single image as foreground or background of your map. They are currently not so useful, because if you instead add the image as a Tileset and place it as a :ref:`Tile Object <insert-tile-tool>`, you gain the ability to freely scale and rotate the image."
2098msgstr ""
2099
2100#: ../../manual/layers.rst:97
2101msgid "The only advantage of using an image layer is that it avoids selecting / dragging the image while using the Select Objects tool. However, since Tiled 1.1 this can also be achieved by locking the object layer containing the tile object you'd like to avoid interacting with."
2102msgstr ""
2103
2104#: ../../manual/layers.rst:107
2105msgid "Group Layers"
2106msgstr ""
2107
2108#: ../../manual/layers.rst:109
2109msgid "Group layers work like folders and can be used for organizing the layers into a hierarchy. This is mainly useful when your map contains a large amount of layers."
2110msgstr ""
2111
2112#: ../../manual/layers.rst:113
2113msgid "The visibility, opacity, offset and lock of a group layer affects all child layers."
2114msgstr ""
2115
2116#: ../../manual/layers.rst:116
2117msgid "Layers can be easily dragged in and out of groups with the mouse. The Raise Layer / Lower Layer actions also allow moving layers in and out of groups."
2118msgstr ""
2119
2120#: ../../manual/layers.rst:123
2121msgid "There are many ways in which the layers can be made more powerful:"
2122msgstr ""
2123
2124#: ../../manual/layers.rst:125
2125msgid "Ability to lock individual objects (`#828 <https://github.com/bjorn/tiled/issues/828>`__)."
2126msgstr ""
2127
2128#: ../../manual/layers.rst:127
2129msgid "Moving certain map-global properties to the Tile Layer (`#149 <https://github.com/bjorn/tiled/issues/149>`__). It would be useful if one map could accommodate layers of different tile sizes and maybe even of different orientation."
2130msgstr ""
2131
2132#: ../../manual/objects.rst:2
2133msgid "Working with Objects"
2134msgstr ""
2135
2136#: ../../manual/objects.rst:4
2137msgid "Using objects you can add a great deal of information to your map for use in your game. They can replace tedious alternatives like hardcoding coordinates (like spawn points) in your source code or maintaining additional data files for storing gameplay elements. With the addition of *tile objects*, they also became useful for graphical purposes and can in some cases replace tile layers entirely, as demonstrated by the \"Sticker Knight\" example shipping with Tiled."
2138msgstr ""
2139
2140#: ../../manual/objects.rst:12
2141msgid "To start using objects, add an :ref:`Object Layer <object-layer-introduction>` to your map."
2142msgstr ""
2143
2144#: ../../manual/objects.rst:16
2145msgid "Placement Tools"
2146msgstr ""
2147
2148#: ../../manual/objects.rst:18
2149msgid "Each type of object has its own placement tool."
2150msgstr ""
2151
2152#: ../../manual/objects.rst:23
2153msgid "Insert Rectangle"
2154msgstr ""
2155
2156#: ../../manual/objects.rst:25
2157msgid "Shortcut: ``R``"
2158msgstr ""
2159
2160#: ../../manual/objects.rst:27
2161msgid "The rectangle was the first type of object supported by Tiled, which is why objects are rectangles by default in the :doc:`/reference/tmx-map-format`. They are useful for marking rectangular areas and assigning custom properties to them. They are also often used for specifying collision boxes."
2162msgstr ""
2163
2164#: ../../manual/objects.rst:32
2165msgid "Place a rectangle by clicking-and-dragging in any direction. Holding ``Shift`` makes it square and holding ``Ctrl`` snaps its size to the tile size."
2166msgstr ""
2167
2168#: ../../manual/objects.rst:36
2169msgid "If the rectangle is empty (width and height are both 0), it is rendered as a small square around its position. This is mainly to keep it visible and selectable."
2170msgstr ""
2171
2172#: ../../manual/objects.rst:43
2173msgid "Insert Point"
2174msgstr ""
2175
2176#: ../../manual/objects.rst:45
2177msgid "Shortcut: ``I``"
2178msgstr ""
2179
2180#: ../../manual/objects.rst:47
2181msgid "Points are the simplest objects you can place on a map. They only represent a location, and cannot be resized or rotated. Simply click on the map to position a point object."
2182msgstr ""
2183
2184#: ../../manual/objects.rst:54
2185msgid "Insert Ellipse"
2186msgstr ""
2187
2188#: ../../manual/objects.rst:56
2189msgid "Shortcut: ``C``"
2190msgstr ""
2191
2192#: ../../manual/objects.rst:58
2193msgid "Ellipses work the same way as `rectangles <#insert-rectangle>`__, except that they are rendered as an ellipse. Useful for when your area or collision shape needs to represent a circle or ellipse."
2194msgstr ""
2195
2196#: ../../manual/objects.rst:65
2197msgid "Insert Polygon"
2198msgstr ""
2199
2200#: ../../manual/objects.rst:67
2201msgid "Shortcut: ``P``"
2202msgstr ""
2203
2204#: ../../manual/objects.rst:69
2205msgid "Polygons are the most flexible way of defining the shape of an area. They are most commonly used for defining collision shapes."
2206msgstr ""
2207
2208#: ../../manual/objects.rst:72
2209msgid "When placing a polygon, the first click determines the location of the object as well as the location of the first point of the polygon. Subsequent clicks are used to add additional points to the polygon. Right click or press ``Enter`` to finish creating the polygon. Polygons needs to have at least three points. You can press ``Escape`` to cancel the creation of the polygon."
2210msgstr ""
2211
2212#: ../../manual/objects.rst:79
2213msgid "When you want to change a polygon after it has been placed, you need to use the :ref:`edit-polygons-tool` tool."
2214msgstr ""
2215
2216#: ../../manual/objects.rst:85
2217msgid "Insert Polyline"
2218msgstr ""
2219
2220#: ../../manual/objects.rst:87
2221msgid "Shortcut: ``L``"
2222msgstr ""
2223
2224#: ../../manual/objects.rst:89
2225msgid "Polylines work very similar to `polygons <#insert-polygon>`__, except that they are rendered as a line and require only two points. While they can represent collision walls, they are also often used to represent paths to be followed."
2226msgstr ""
2227
2228#: ../../manual/objects.rst:94
2229msgid "Despite its name, the :ref:`edit-polygons-tool` tool is also used to edit polylines."
2230msgstr ""
2231
2232#: ../../manual/objects.rst:100
2233msgid "Insert Tile"
2234msgstr ""
2235
2236#: ../../manual/objects.rst:104
2237msgid "Tiles can be inserted as objects to have full flexibility in placing, scaling and rotating the tile image on your map. Like all objects, tile objects can also have custom properties associated with them. This makes them useful for placement of recognizable interactive objects that need special information, like a chest with defined contents or an NPC with defined script."
2238msgstr ""
2239
2240#: ../../manual/objects.rst:111
2241msgid "To place a tile object, first select the tile you want to place in the Tilesets view. Then use the Left mouse button on the map to start placing the object, move to position it based on the preview and release to finish placing the object."
2242msgstr ""
2243
2244#: ../../manual/objects.rst:120
2245msgid "To change the tile used by existing tile objects, select all the objects you want to change using the :ref:`select-objects-tool` tool and then right-click on a tile in the Tilesets view, and choose *Replace Tile of Selected Objects*."
2246msgstr ""
2247
2248#: ../../manual/objects.rst:132
2249msgid "Insert Template"
2250msgstr ""
2251
2252#: ../../manual/objects.rst:134
2253#: ../../manual/using-templates.rst:49
2254msgid "Shortcut: ``V``"
2255msgstr ""
2256
2257#: ../../manual/objects.rst:136
2258msgid "Can be used to quickly insert multiple instances of the template selected in the Templates view. See :ref:`creating-template-instances`."
2259msgstr ""
2260
2261#: ../../manual/objects.rst:142
2262msgid "Insert Text"
2263msgstr ""
2264
2265#: ../../manual/objects.rst:144
2266msgid "Shortcut: ``X``"
2267msgstr ""
2268
2269#: ../../manual/objects.rst:146
2270msgid "Text objects can be used to add arbitrary multi-line text to your maps. You can configure various font properties and the wrapping / clipping area, making them useful for both quick notes as well as text used in the game."
2271msgstr ""
2272
2273#: ../../manual/objects.rst:154
2274msgid "Select Objects"
2275msgstr ""
2276
2277#: ../../manual/objects.rst:156
2278msgid "Shortcut: ``S``"
2279msgstr ""
2280
2281#: ../../manual/objects.rst:158
2282msgid "When you're not inserting new objects, you're generally using the Select Objects tool. It packs a lot of functionality, which is outlined below."
2283msgstr ""
2284
2285#: ../../manual/objects.rst:162
2286msgid "Selecting and Deselecting"
2287msgstr ""
2288
2289#: ../../manual/objects.rst:164
2290msgid "You can select objects by clicking them or by dragging a rectangular lasso, selecting any object that intersect with its area. By holding ``Shift`` or ``Ctrl`` while clicking, you can add/remove single objects to/from the selection."
2291msgstr ""
2292
2293#: ../../manual/objects.rst:169
2294msgid "When pressing and dragging on an object, this object is selected and moved. When this prevents you from starting a rectangular selection, you can hold ``Shift`` to force the selection rectangle."
2295msgstr ""
2296
2297#: ../../manual/objects.rst:177
2298msgid "By default you interact with the top-most object. When you need to select an object below another object, first select the higher object and then hold ``Alt`` while clicking at the same location to select lower objects. You can also hold ``Alt`` while opening the context menu to get a list of all objects at the clicked location, so you may directly select the desired object."
2299msgstr ""
2300
2301#: ../../manual/objects.rst:185
2302msgid "Moving"
2303msgstr ""
2304
2305#: ../../manual/objects.rst:187
2306msgid "You can simply drag any single object, or drag already selected objects by dragging any one of them. Hold ``Ctrl`` to toggle snapping to the tile grid."
2307msgstr ""
2308
2309#: ../../manual/objects.rst:191
2310msgid "Hold ``Alt`` to force a move operation on the currently selected objects, regardless of where you click on the map. This is useful when the selected objects are small or covered by other objects."
2311msgstr ""
2312
2313#: ../../manual/objects.rst:195
2314msgid "The selected objects can also be moved with the arrow keys. By default this moves the objects pixel by pixel. Hold ``Shift`` while using the arrow keys to move the objects by distance of one tile."
2315msgstr ""
2316
2317#: ../../manual/objects.rst:200
2318msgid "Resizing"
2319msgstr ""
2320
2321#: ../../manual/objects.rst:202
2322msgid "You can use the resize handles to resize one or more selected objects. Hold ``Ctrl`` to keep the aspect ratio of the object and/or ``Shift`` to place the resize origin in the center."
2323msgstr ""
2324
2325#: ../../manual/objects.rst:206
2326msgid "Note that you can only change width and height independently when resizing a single object. When having multiple objects selected, the aspect ratio is constant because there would be no way to make that work for rotated objects without full support for transformations."
2327msgstr ""
2328
2329#: ../../manual/objects.rst:212
2330msgid "Rotating"
2331msgstr ""
2332
2333#: ../../manual/objects.rst:214
2334msgid "To rotate, click any selected object to change the resize handles into rotation handles. Before rotating, you can drag the rotation origin to another position if necessary. Hold ``Shift`` to rotate in 15-degree increments. Click any selected object again to go back to resize mode."
2335msgstr ""
2336
2337#: ../../manual/objects.rst:219
2338msgid "You can also rotate the selected objects in 90-degree steps by pressing ``Z`` or ``Shift + Z``."
2339msgstr ""
2340
2341#: ../../manual/objects.rst:223
2342msgid "Changing Stacking Order"
2343msgstr ""
2344
2345#: ../../manual/objects.rst:225
2346msgid "If the active :ref:`Object Layer <object-layer-introduction>` has its Drawing Order property set to Manual (the default is Top Down), you can control the stacking order of the selected objects within their object layer using the following keys:"
2347msgstr ""
2348
2349#: ../../manual/objects.rst:230
2350msgid "``PgUp`` - Raise selected objects"
2351msgstr ""
2352
2353#: ../../manual/objects.rst:231
2354msgid "``PgDown`` - Lower selected objects"
2355msgstr ""
2356
2357#: ../../manual/objects.rst:232
2358msgid "``Home`` - Move selected objects to Top"
2359msgstr ""
2360
2361#: ../../manual/objects.rst:233
2362msgid "``End`` - Move selected objects to Bottom"
2363msgstr ""
2364
2365#: ../../manual/objects.rst:235
2366msgid "You can also find these actions in the context menu. When you have multiple Object Layers, the context menu also contains actions to move the selected objects to another layer."
2367msgstr ""
2368
2369#: ../../manual/objects.rst:240
2370msgid "Flipping Objects"
2371msgstr ""
2372
2373#: ../../manual/objects.rst:242
2374msgid "You can flip the selected objects horizontally by pressing ``X`` or vertically by pressing ``Y``. For tile objects, this also flips their images."
2375msgstr ""
2376
2377#: ../../manual/objects.rst:249
2378msgid "Edit Polygons"
2379msgstr ""
2380
2381#: ../../manual/objects.rst:253
2382msgid "Polygons and polylines have their own editing needs and as such are covered by a separate tool, which allows selecting and moving around their nodes. You can select and move the nodes of multiple polygons at the same time."
2383msgstr ""
2384
2385#: ../../manual/objects.rst:258
2386msgid "Nodes can be deleted by selecting them and choosing \"Delete Nodes\" from the context menu. The ``Delete`` key can also be used to delete the selected nodes, or the selected objects if no nodes are selected."
2387msgstr ""
2388
2389#: ../../manual/objects.rst:262
2390msgid "When you have selected multiple consecutive nodes of the same polygon, you can join them together by choosing \"Join Nodes\" from the context menu. You can also split the segments in between the nodes by choosing \"Split Segments\", which is currently the only way to extend an existing polygon. You can also delete a segment when two consecutive nodes are selected in a polygon by choosing \"Delete Segment\" in the context menu. This will convert a polygon into a polyline."
2391msgstr ""
2392
2393#: ../../manual/objects.rst:273
2394msgid "Here are some ideas about improvements that could be made to the above tools:"
2395msgstr ""
2396
2397#: ../../manual/objects.rst:276
2398msgid "For the `Insert Tile <#insert-tile>`__ tool, show the preview already before pressing the left mouse button (`#537 <https://github.com/bjorn/tiled/issues/537>`__)"
2399msgstr ""
2400
2401#: ../../manual/objects.rst:280
2402msgid "Many improvements could be made to the support for editing polygons and polylines, like allowing to rotate and scale the selected nodes (`#1487 <https://github.com/bjorn/tiled/issues/1487>`__)."
2403msgstr ""
2404
2405#: ../../manual/preferences.rst:2
2406msgid "User Preferences"
2407msgstr ""
2408
2409#: ../../manual/preferences.rst:4
2410msgid "There are only a few options located in the Preferences, accessible though the menu via *Edit > Preferences*. Most other options, like whether to draw the grid, what kind snapping to do or the last used settings when creating a new map are simply remembered persistently."
2411msgstr ""
2412
2413#: ../../manual/preferences.rst:9
2414msgid "The preferences are stored in a system-dependent format and location:"
2415msgstr ""
2416
2417#: ../../manual/preferences.rst:12
2418msgid "**Windows**"
2419msgstr ""
2420
2421#: ../../manual/preferences.rst:12
2422msgid "Registry key ``HKEY_CURRENT_USER\\SOFTWARE\\mapeditor.org\\Tiled``"
2423msgstr ""
2424
2425#: ../../manual/preferences.rst:14
2426msgid "**macOS**"
2427msgstr ""
2428
2429#: ../../manual/preferences.rst:14
2430msgid "``~/Library/Preferences/org.mapeditor.Tiled.plist``"
2431msgstr ""
2432
2433#: ../../manual/preferences.rst:16
2434msgid "**Linux**"
2435msgstr ""
2436
2437#: ../../manual/preferences.rst:16
2438msgid "``~/.config/mapeditor.org/tiled.conf``"
2439msgstr ""
2440
2441#: ../../manual/preferences.rst:29
2442msgid "Saving and Loading"
2443msgstr ""
2444
2445#: ../../manual/preferences.rst:36
2446msgid "Include DTD reference in saved maps"
2447msgstr ""
2448
2449#: ../../manual/preferences.rst:32
2450msgid "This option is not enabled by default, since it is of very little use whereas it can in some environments cause problems. Feel free to enable it if it helps with validation for example, but note that the referenced DTD is likely out of date (there is a somewhat more up-to-date XSD file available in the repository)."
2451msgstr ""
2452
2453#: ../../manual/preferences.rst:40
2454msgid "Reload tileset images when they change"
2455msgstr ""
2456
2457#: ../../manual/preferences.rst:39
2458msgid "This is very useful while working on the tiles or when the tiles might change as a result of a source control system."
2459msgstr ""
2460
2461#: ../../manual/preferences.rst:43
2462msgid "Open last files on startup"
2463msgstr ""
2464
2465#: ../../manual/preferences.rst:43
2466msgid "Generally a useful thing to keep enabled."
2467msgstr ""
2468
2469#: ../../manual/preferences.rst:51
2470msgid "Use safe writing of files"
2471msgstr ""
2472
2473#: ../../manual/preferences.rst:46
2474msgid "This setting causes files to be written to a temporary file, and when all went well, to be swapped with the target file. This avoids data getting lost due to errors while saving or due to insufficient disk space. Unfortunately, it is known to cause issues when saving files to a Dropbox folder or a network drive, in which case it helps to disable this feature."
2475msgstr ""
2476
2477#: ../../manual/preferences.rst:54
2478msgid "Interface"
2479msgstr ""
2480
2481#: ../../manual/preferences.rst:58
2482msgid "Language"
2483msgstr ""
2484
2485#: ../../manual/preferences.rst:57
2486msgid "By default the language tries to match that of the system, but if it picks the wrong one you can change it here."
2487msgstr ""
2488
2489#: ../../manual/preferences.rst:61
2490msgid "Grid colour"
2491msgstr ""
2492
2493#: ../../manual/preferences.rst:61
2494msgid "Because black is not always the best color for the grid."
2495msgstr ""
2496
2497#: ../../manual/preferences.rst:66
2498msgid "Fine grid divisions"
2499msgstr ""
2500
2501#: ../../manual/preferences.rst:64
2502msgid "The tile grid can be divided further using this setting, which affects the \"Snap to Fine Grid\" setting in the *View > Snapping* menu."
2503msgstr ""
2504
2505#: ../../manual/preferences.rst:71
2506msgid "Object line width"
2507msgstr ""
2508
2509#: ../../manual/preferences.rst:69
2510msgid "Shapes are by default rendered with a 2 pixel wide line, but some people like it thinner or even thicker. On some systems the DPI-based scaling will affect this setting as well."
2511msgstr ""
2512
2513#: ../../manual/preferences.rst:76
2514msgid "Hardware accelerated drawing (OpenGL)"
2515msgstr ""
2516
2517#: ../../manual/preferences.rst:74
2518msgid "This enables a rather unoptimized way of rendering the map using OpenGL. It's usually not an improvement and may lead to crashes, but in some scenarios it can make editing more responsive."
2519msgstr ""
2520
2521#: ../../manual/preferences.rst:86
2522msgid "Mouse wheel zooms by default"
2523msgstr ""
2524
2525#: ../../manual/preferences.rst:83
2526msgid "This option causes the mouse wheel to zoom without the need to hold Control (or Command on macOS). It can be a convenient way to navigate the map, but it can also interfere with panning on a touchpad."
2527msgstr ""
2528
2529#: ../../manual/preferences.rst:89
2530msgid "Theme"
2531msgstr ""
2532
2533#: ../../manual/preferences.rst:91
2534msgid "On Windows and Linux, the default style used by Tiled is \"Tiled Fusion\". This is a customized version of the \"Fusion\" style that ships with Qt. On macOS, this style can also be used, but because it looks so out of place the default is \"Native\" there."
2535msgstr ""
2536
2537#: ../../manual/preferences.rst:96
2538msgid "The \"Tiled Fusion\" style allows customizing the base color. When choosing a dark base color, the text automatically switches to white and some other adjustments are made to keep things readable. You can also choose a custom selection color."
2539msgstr ""
2540
2541#: ../../manual/preferences.rst:101
2542msgid "The \"Native\" style tries to fit in with the operating system, and is available since it is in some cases preferable to the custom style. The base color and selection color can't be changed when using this style, as they depend on the system."
2543msgstr ""
2544
2545#: ../../manual/preferences.rst:107
2546msgid "Updates"
2547msgstr ""
2548
2549#: ../../manual/preferences.rst:109
2550msgid "The official macOS builds and the Windows installers of Tiled ship with an automatic update check, done by `Sparkle`_ and `WinSparkle`_ respectively. These solutions also offer to download the new version and to upgrade or run the installer afterwards."
2551msgstr ""
2552
2553#: ../../manual/preferences.rst:114
2554msgid "You can turn off the update checks or trigger them manually using the *Check Now* button."
2555msgstr ""
2556
2557#: ../../manual/preferences.rst:118
2558msgid "Plugins"
2559msgstr ""
2560
2561#: ../../manual/preferences.rst:120
2562msgid "Here you can choose which plugins are enabled. Currently plugins only serve to add support for additional map and/or tileset file formats. Some generic plugins are enabled by default, while more specific ones need to be manually enabled."
2563msgstr ""
2564
2565#: ../../manual/preferences.rst:125
2566msgid "There is no need to restart Tiled when enabling or disabling plugins. When a plugin fails to load, try hovering its icon to see if the tool tip displays a useful error message."
2567msgstr ""
2568
2569#: ../../manual/preferences.rst:129
2570msgid "See :doc:`export` for more information about supported file formats."
2571msgstr ""
2572
2573#: ../../manual/python.rst:4
2574msgid "Tiled ships with a plugin that enables you to use Python 2.7 to add support for custom map formats. This is nice especially since you don't need to compile Tiled yourself and the scripts are easy to deploy to any platform."
2575msgstr ""
2576
2577#: ../../manual/python.rst:9
2578msgid "For the scripts to get loaded, they should be placed in ``~/.tiled``. Tiled watches this directory for changes, so there is no need to restart Tiled after adding or changing scripts (though the directory needs to exist when you start Tiled)."
2579msgstr ""
2580
2581#: ../../manual/python.rst:14
2582msgid "There are several `example scripts`_ available in the repository."
2583msgstr ""
2584
2585#: ../../manual/python.rst:18
2586msgid "On Windows, Python is not installed by default. For the Tiled Python plugin to work, you'll need to install Python 2.7 (get it from https://www.python.org/). On Linux you may also need to install the appropriate package."
2587msgstr ""
2588
2589#: ../../manual/python.rst:25
2590msgid "Example Export Plugin"
2591msgstr ""
2592
2593#: ../../manual/python.rst:27
2594msgid "Suppose you'd like to have a map exported in the following format:"
2595msgstr ""
2596
2597#: ../../manual/python.rst:44
2598msgid "You can achieve this by saving the following ``example.py`` script in the scripts directory:"
2599msgstr ""
2600
2601#: ../../manual/python.rst:82
2602msgid "Then you should see an \"Example files\" entry in the type dropdown when going to *File > Export*, which allows you to export the map using the above script."
2603msgstr ""
2604
2605#: ../../manual/python.rst:88
2606msgid "This example does not support the use of group layers, and in fact the script API doesn't support this yet either. Any help with maintaining the Python plugin would be very appreciated. See `open issues related to Python support`_."
2607msgstr ""
2608
2609#: ../../manual/python.rst:94
2610msgid "Debugging Your Script"
2611msgstr ""
2612
2613#: ../../manual/python.rst:96
2614msgid "Any errors that happen while parsing or running the script are printed to the Debug Console, which can be enabled in *View > Views and Toolbars > Debug Console*."
2615msgstr ""
2616
2617#: ../../manual/python.rst:101
2618msgid "API Reference"
2619msgstr ""
2620
2621#: ../../manual/python.rst:103
2622msgid "It would be nice to have the full API reference documented here, but for now please check out the `source file`_ for available classes and methods."
2623msgstr ""
2624
2625#: ../../manual/using-commands.rst:2
2626msgid "Using Commands"
2627msgstr ""
2628
2629#: ../../manual/using-commands.rst:4
2630msgid "The Command Button allows you to create and run shell commands (other programs) from Tiled."
2631msgstr ""
2632
2633#: ../../manual/using-commands.rst:7
2634msgid "You may setup as many commands as you like. This is useful if you edit maps for multiple games and you want to set up a command for each game. Or you could setup multiple commands for the same game that load different checkpoints or configurations."
2635msgstr ""
2636
2637#: ../../manual/using-commands.rst:13
2638msgid "The Command Button"
2639msgstr ""
2640
2641#: ../../manual/using-commands.rst:15
2642msgid "It is located on the main toolbar to the right of the redo button. Clicking on it will run the default command (the first command in the command list). Clicking the arrow next to it will bring down a menu that allows you to run any command you have set up, as well as an option to open the Edit Commands dialog. You can also find all the commands in the File menu."
2643msgstr ""
2644
2645#: ../../manual/using-commands.rst:22
2646msgid "Apart from this, you can set up custom keyboard shortcuts for each command."
2647msgstr ""
2648
2649#: ../../manual/using-commands.rst:26
2650msgid "Editing Commands"
2651msgstr ""
2652
2653#: ../../manual/using-commands.rst:28
2654msgid "The 'Edit Commands' dialog contains a list of commands. Each command has several properties:"
2655msgstr ""
2656
2657#: ../../manual/using-commands.rst:32
2658msgid "The name of the command as it will be shown in the drop down list, so you can easily identify it."
2659msgstr ""
2660
2661#: ../../manual/using-commands.rst:37
2662msgid "Executable"
2663msgstr ""
2664
2665#: ../../manual/using-commands.rst:36
2666msgid "The executable to run. It should either be a full path or the name of an executable in the system PATH."
2667msgstr ""
2668
2669#: ../../manual/using-commands.rst:40
2670msgid "Arguments"
2671msgstr ""
2672
2673#: ../../manual/using-commands.rst:40
2674msgid "The arguments for running the executable."
2675msgstr ""
2676
2677#: ../../manual/using-commands.rst:43
2678msgid "Working directory"
2679msgstr ""
2680
2681#: ../../manual/using-commands.rst:43
2682msgid "The path to the working directory."
2683msgstr ""
2684
2685#: ../../manual/using-commands.rst:47
2686msgid "Shortcut"
2687msgstr ""
2688
2689#: ../../manual/using-commands.rst:46
2690msgid "A custom key sequence to trigger the command. You can use 'Clear' to reset the shortcut."
2691msgstr ""
2692
2693#: ../../manual/using-commands.rst:52
2694msgid "Output in Debug Console"
2695msgstr ""
2696
2697#: ../../manual/using-commands.rst:50
2698msgid "If this is enabled, then the output (stdout and stderr) of this command will be displayed in the Debug Console. You can find the Debug Console in *View > Views and Toolbars > Debug Console*."
2699msgstr ""
2700
2701#: ../../manual/using-commands.rst:56
2702msgid "Save map before executing"
2703msgstr ""
2704
2705#: ../../manual/using-commands.rst:55
2706msgid "If this is enabled, then the current map will be saved before executing the command."
2707msgstr ""
2708
2709#: ../../manual/using-commands.rst:60
2710msgid "Enabled"
2711msgstr ""
2712
2713#: ../../manual/using-commands.rst:59
2714msgid "A quick way to disable commands and remove them from the drop down list. The default command is the first enabled command."
2715msgstr ""
2716
2717#: ../../manual/using-commands.rst:62
2718msgid "Note that if the executable or any of its arguments contain spaces, these parts need to be quoted."
2719msgstr ""
2720
2721#: ../../manual/using-commands.rst:66
2722msgid "Substituted Variables"
2723msgstr ""
2724
2725#: ../../manual/using-commands.rst:68
2726msgid "In the executable, arguments and working directory fields, you can use the following variables:"
2727msgstr ""
2728
2729#: ../../manual/using-commands.rst:72
2730msgid "``%mapfile``"
2731msgstr ""
2732
2733#: ../../manual/using-commands.rst:72
2734msgid "the current maps full path."
2735msgstr ""
2736
2737#: ../../manual/using-commands.rst:75
2738msgid "``%mappath``"
2739msgstr ""
2740
2741#: ../../manual/using-commands.rst:75
2742msgid "the full folder path in which the map is located. (since Tiled 0.18)"
2743msgstr ""
2744
2745#: ../../manual/using-commands.rst:78
2746msgid "``%objecttype``"
2747msgstr ""
2748
2749#: ../../manual/using-commands.rst:78
2750msgid "the type of the currently selected object, if any. (since Tiled 0.12)"
2751msgstr ""
2752
2753#: ../../manual/using-commands.rst:81
2754msgid "``%objectid``"
2755msgstr ""
2756
2757#: ../../manual/using-commands.rst:81
2758msgid "the ID of the currently selected object, if any. (since Tiled 0.17)"
2759msgstr ""
2760
2761#: ../../manual/using-commands.rst:84
2762msgid "``%layername``"
2763msgstr ""
2764
2765#: ../../manual/using-commands.rst:84
2766msgid "the name of the currently selected layer. (since Tiled 0.17)"
2767msgstr ""
2768
2769#: ../../manual/using-commands.rst:86
2770msgid "For the working directory field, you can additionally use the following variable:"
2771msgstr ""
2772
2773#: ../../manual/using-commands.rst:91
2774msgid "``%executablepath``"
2775msgstr ""
2776
2777#: ../../manual/using-commands.rst:90
2778msgid "the path to the executable."
2779msgstr ""
2780
2781#: ../../manual/using-commands.rst:94
2782msgid "Example Commands"
2783msgstr ""
2784
2785#: ../../manual/using-commands.rst:96
2786msgid "Launching a custom game called \"mygame\" with a -loadmap parameter and the mapfile:"
2787msgstr ""
2788
2789#: ../../manual/using-commands.rst:103
2790msgid "On Mac, remember that Apps are folders, so you need to run the actual executable from within the ``Contents/MacOS`` folder:"
2791msgstr ""
2792
2793#: ../../manual/using-commands.rst:110
2794msgid "Or use ``open`` (and note the quotes since one of the arguments contains spaces):"
2795msgstr ""
2796
2797#: ../../manual/using-commands.rst:117
2798msgid "Some systems also have a command to open files in the appropriate program:"
2799msgstr ""
2800
2801#: ../../manual/using-commands.rst:120
2802msgid "OSX: ``open %mapfile``"
2803msgstr ""
2804
2805#: ../../manual/using-commands.rst:121
2806msgid "GNOME systems like Ubuntu: ``gnome-open %mapfile``"
2807msgstr ""
2808
2809#: ../../manual/using-commands.rst:122
2810msgid "FreeDesktop.org standard: ``xdg-open %mapfile``"
2811msgstr ""
2812
2813#: ../../manual/using-infinite-maps.rst:6
2814msgid "Using Infinite Maps"
2815msgstr ""
2816
2817#: ../../manual/using-infinite-maps.rst:8
2818msgid "Infinite maps give you independence from bounds of the map. The canvas is \"auto-growing\", which basically means, that you have an infinite grid which can be painted upon without worrying about the width and height of the map. The bounds of a particular layer get expanded whenever tiles are painted outside the current bounds."
2819msgstr ""
2820
2821#: ../../manual/using-infinite-maps.rst:18
2822msgid "Creating an Infinite Map"
2823msgstr ""
2824
2825#: ../../manual/using-infinite-maps.rst:20
2826msgid "In the order to create an infinite map, make sure the 'Infinite' option is selected in New Map dialog."
2827msgstr ""
2828
2829#: ../../manual/using-infinite-maps.rst:27
2830msgid "The newly created map will then have an infinite canvas."
2831msgstr ""
2832
2833#: ../../manual/using-infinite-maps.rst:30
2834msgid "Editing the Infinite Map"
2835msgstr ""
2836
2837#: ../../manual/using-infinite-maps.rst:32
2838msgid "Except for the :ref:`bucket-fill-tool`, all tools works exactly in the same way as in the fixed-size maps. The Bucket Fill Tool fills the current bounds of that particular tile layer. These bounds get increased upon further painting of that tile layer."
2839msgstr ""
2840
2841#: ../../manual/using-infinite-maps.rst:41
2842msgid "Conversion from Infinite to Finite Map and Vice Versa"
2843msgstr ""
2844
2845#: ../../manual/using-infinite-maps.rst:43
2846msgid "In the map properties, you can toggle whether the map should be infinite or not. When converting from infinite to a finite map, the width and height of the final map are chosen on the basis of bounds of all the tile layers."
2847msgstr ""
2848
2849#: ../../manual/using-infinite-maps.rst:51
2850msgid "The Initial Infinite Map"
2851msgstr ""
2852
2853#: ../../manual/using-infinite-maps.rst:56
2854msgid "Unchecking the Infinite property in Map Properties"
2855msgstr ""
2856
2857#: ../../manual/using-infinite-maps.rst:61
2858msgid "The Converted Map"
2859msgstr ""
2860
2861#: ../../manual/using-templates.rst:6
2862msgid "Using Templates"
2863msgstr ""
2864
2865#: ../../manual/using-templates.rst:8
2866msgid "Any created object can be saved as a template. These templates can then be instantiated elsewhere as objects that inherit the template's properties. This can save a lot of tedious work of setting up the object type and properties, or even just finding the right tile in the tileset."
2867msgstr ""
2868
2869#: ../../manual/using-templates.rst:13
2870msgid "Each template is stored in its own file and they can be organized in directories. You can save templates in either XML or JSON format, just like map and tileset files."
2871msgstr ""
2872
2873#: ../../manual/using-templates.rst:21
2874msgid "Creating Templates"
2875msgstr ""
2876
2877#: ../../manual/using-templates.rst:23
2878msgid "A template can be created by right clicking on any object in the map and selecting \"Save As Template\". You will be asked to choose the file name and the format to save the template in. If the object already has a name the suggested file name will be based on that."
2879msgstr ""
2880
2881#: ../../manual/using-templates.rst:31
2882msgid "You can't create a template from a tile object that uses a tile from an embedded tileset, because :ref:`template files <tmx-template-files>` do not support referring to such tilesets."
2883msgstr ""
2884
2885#: ../../manual/using-templates.rst:37
2886msgid "The Templates View"
2887msgstr ""
2888
2889#: ../../manual/using-templates.rst:39
2890msgid "Working with templates is done through the Templates view. The Templates view is divided into two parts: the left part is a tree view that shows the template files in a selected directory and the right part shows a preview of the selected template."
2891msgstr ""
2892
2893#: ../../manual/using-templates.rst:47
2894msgid "Creating Template Instances"
2895msgstr ""
2896
2897#: ../../manual/using-templates.rst:51
2898msgid "Template instantiation works by either dragging and dropping the template from the list of templates to the map, or by using the \"Insert Template\" tool by selecting a template and clicking on the map which is more convenient when you want to create many instances."
2899msgstr ""
2900
2901#: ../../manual/using-templates.rst:61
2902msgid "Editing Templates"
2903msgstr ""
2904
2905#: ../../manual/using-templates.rst:63
2906msgid "Selecting a template will show an editable preview in the Templates view and will show the template's properties in the Properties view where they can be edited. Changes to the template are saved automatically."
2907msgstr ""
2908
2909#: ../../manual/using-templates.rst:67
2910msgid "All template instances are linked to their template, so all edits will be immediately reflected upon all the template instances on the map."
2911msgstr ""
2912
2913#: ../../manual/using-templates.rst:73
2914msgid "If a property of a template instance is changed, it will be internally marked as an overridden property and won't be changed when the template changes."
2915msgstr ""
2916
2917#: ../../manual/using-templates.rst:77
2918msgid "Detaching Template Instances"
2919msgstr ""
2920
2921#: ../../manual/using-templates.rst:79
2922msgid "Detaching a template instance will disconnect it from its template, so any further edits to the template will not affect the detached instance."
2923msgstr ""
2924
2925#: ../../manual/using-templates.rst:82
2926msgid "To detach an instance, right click on it and select *Detach*."
2927msgstr ""
2928
2929#: ../../manual/using-templates.rst:87
2930msgid "Resetting overridden properties individually (`#1725 <https://github.com/bjorn/tiled/issues/1725>`__)."
2931msgstr ""
2932
2933#: ../../manual/using-templates.rst:88
2934msgid "Locking template properties (`#1726 <https://github.com/bjorn/tiled/issues/1726>`__)."
2935msgstr ""
2936
2937#: ../../manual/using-templates.rst:89
2938msgid "Handling wrong file paths (`#1732 <https://github.com/bjorn/tiled/issues/1732>`__)."
2939msgstr ""
2940
2941#: ../../manual/using-templates.rst:90
2942msgid "Managing the templates folder, e.g. moving, renaming or deleting a template or a sub-folder (`#1723 <https://github.com/bjorn/tiled/issues/1723>`__)."
2943msgstr ""
2944
2945#: ../../manual/using-the-terrain-tool.rst:2
2946msgid "Using the Terrain Brush"
2947msgstr ""
2948
2949#: ../../manual/using-the-terrain-tool.rst:4
2950msgid "The :ref:`terrain-tool` was added to make editing tile maps easier when using terrain transitions. There are of course multiple ways to do transitions between tiles. This tool supports transition tiles that have a well-defined terrain type at each of their 4 corners, which seems to be the most common method."
2951msgstr ""
2952
2953#: ../../manual/using-the-terrain-tool.rst:10
2954msgid "To demonstrate how to use this tool we describe the steps necessary to reproduce the ``desert.tmx`` example map, which now also includes terrain information in its tileset."
2955msgstr ""
2956
2957#: ../../manual/using-the-terrain-tool.rst:15
2958msgid "Create a New Map and Add a Tileset"
2959msgstr ""
2960
2961#: ../../manual/using-the-terrain-tool.rst:17
2962msgid "First of all, follow the :ref:`getting-started` instructions to set up the map and the tileset."
2963msgstr ""
2964
2965#: ../../manual/using-the-terrain-tool.rst:20
2966msgid "The ``tmw_desert_spacing.png`` tileset we just set up has 4 different terrain types. Traditionally editing a map with these tiles meant that you had to carefully connect the right transitions to avoid broken edges. Now we will define the terrain information for this tileset, which the :ref:`terrain-tool` will use to automatically place the right transitions."
2967msgstr ""
2968
2969#: ../../manual/using-the-terrain-tool.rst:30
2970msgid "Define the Terrain Information"
2971msgstr ""
2972
2973#: ../../manual/using-the-terrain-tool.rst:32
2974msgid "First of all, switch to the tileset file. If you're looking at the map and have the tileset selected, you can do this by clicking the small *Edit Tileset* button below the Tilesets view."
2975msgstr ""
2976
2977#: ../../manual/using-the-terrain-tool.rst:39
2978msgid "Edit Tileset button"
2979msgstr ""
2980
2981#: ../../manual/using-the-terrain-tool.rst:41
2982msgid "Then, activate the terrain editing mode by clicking on the *Terrains* |terrain| button on the tool bar."
2983msgstr ""
2984
2985#: ../../manual/using-the-terrain-tool.rst:44
2986msgid "In this mode, the list of terrain types is displayed and you can mark corners of the tiles in your tileset as belonging to a certain terrain type. To start with, add each of the 4 terrain types. The fastest way is by right-clicking on a tile representing a certain terrain and choosing \"Add Terrain Type\". This automatically sets the tile as the image representing the terrain."
2987msgstr ""
2988
2989#: ../../manual/using-the-terrain-tool.rst:54
2990msgid "Adding Terrain Type"
2991msgstr ""
2992
2993#: ../../manual/using-the-terrain-tool.rst:56
2994msgid "Give each of the terrains an appropriate name. Once you're done, select the Sand terrain and mark all corners in the tileset with this type of terrain. When you're done it should look like this:"
2995msgstr ""
2996
2997#: ../../manual/using-the-terrain-tool.rst:63
2998msgid "Sand Terrain Marked"
2999msgstr ""
3000
3001#: ../../manual/using-the-terrain-tool.rst:65
3002msgid "If you make a mistake, just use Undo (or press ``Ctrl+Z``). Or if you notice a mistake later, either use *Erase Terrain* to clear a terrain type from a corner or select the correct terrain type and paint over it."
3003msgstr ""
3004
3005#: ../../manual/using-the-terrain-tool.rst:69
3006msgid "Do the same for each of the other terrain types. Eventually you'll have marked all tiles apart from the special objects."
3007msgstr ""
3008
3009#: ../../manual/using-the-terrain-tool.rst:75
3010msgid "Done Marking Terrain"
3011msgstr ""
3012
3013#: ../../manual/using-the-terrain-tool.rst:77
3014msgid "Now you can disable the *Terrains* mode by clicking the tool bar button again."
3015msgstr ""
3016
3017#: ../../manual/using-the-terrain-tool.rst:81
3018msgid "Editing with the Terrain Brush"
3019msgstr ""
3020
3021#: ../../manual/using-the-terrain-tool.rst:83
3022msgid "Switch back to the map and then activate the Terrains window. You should see the 4 terrain types represented in a list. Click on the Sand terrain and start painting. You may immediately notice that nothing special is happening. This is because there are no other tiles on the map yet so the terrain tool doesn't really know how to help (because we have no transitions to \"nothing\" in our tileset). Assuming we're out to create a desert map, it's better to start by filling your entire map with sand. Just switch back to the Tilesets window for a moment, select the sand tile and then use the :ref:`bucket-fill-tool`."
3023msgstr ""
3024
3025#: ../../manual/using-the-terrain-tool.rst:93
3026msgid "Let's switch back to the Terrains window and draw some cobblestones. Now you can see the tool in action!"
3027msgstr ""
3028
3029#: ../../manual/using-the-terrain-tool.rst:99
3030msgid "Drawing Cobblestone"
3031msgstr ""
3032
3033#: ../../manual/using-the-terrain-tool.rst:101
3034msgid "Try holding ``Control`` (``Command`` on a Mac) while drawing. This reduces the modified area to just the closest corner to the mouse, allowing for precision work."
3035msgstr ""
3036
3037#: ../../manual/using-the-terrain-tool.rst:105
3038msgid "Finally, see what happens when you try drawing some dirt on the cobblestone. Because there are no transitions from dirt directly to cobblestone, the Terrain tool first inserts transitions to sand and from there to cobblestone. Neat!"
3039msgstr ""
3040
3041#: ../../manual/using-the-terrain-tool.rst:113
3042msgid "Drawing Dirt"
3043msgstr ""
3044
3045#: ../../manual/using-the-terrain-tool.rst:116
3046msgid "Final Words"
3047msgstr ""
3048
3049#: ../../manual/using-the-terrain-tool.rst:118
3050msgid "Now you should have a pretty good idea about how to use this tool in your own project. A few things to keep in mind:"
3051msgstr ""
3052
3053#: ../../manual/using-the-terrain-tool.rst:121
3054msgid "Currently the tool requires all terrain types to be part of the same tileset. You can have multiple tilesets with terrain in your map, but the tool can't perform automatic transitions from a terrain from one tileset to a terrain in another tileset. This usually means you may have to combine several tiles into one image."
3055msgstr ""
3056
3057#: ../../manual/using-the-terrain-tool.rst:127
3058msgid "Since defining the terrain information can be somewhat laboursome, you'll want to avoid using embedded tilesets so that terrain information can be shared among several maps."
3059msgstr ""
3060
3061#: ../../manual/using-the-terrain-tool.rst:131
3062msgid "The Terrain tool works fine with isometric maps as well. To make sure the terrain overlay is displayed correctly, set up the *Orientation*, *Grid Width* and *Grid Height* in the tileset properties."
3063msgstr ""
3064
3065#: ../../manual/using-the-terrain-tool.rst:135
3066msgid "The tool will handle any number of terrain types and each corner of a tile can have a different type of terrain. Still, there are other ways of dealing with transitions that this tool can't handle. Also, it is not able to edit multiple layers at the same time. For a more flexible, but also more complicated way of automatic tile placement, check out :doc:`automapping`."
3067msgstr ""
3068
3069#: ../../manual/using-the-terrain-tool.rst:142
3070msgid "I'm maintaining a `collection of tilesets <http://opengameart.org/content/terrain-transitions>`__ that contain transitions that are compatible with this tool on `OpenGameArt.org <http://opengameart.org/>`__."
3071msgstr ""
3072
3073#: ../../manual/using-wang-tiles.rst:6
3074msgid "Using Wang Tiles"
3075msgstr ""
3076
3077#: ../../manual/using-wang-tiles.rst:8
3078msgid "Wang tiles are similar in concept to Terrains. This is, however, more focused on filling larger areas without repetition. One defines the edge and corner colors of tiles in a tileset. This information can then be used when filling, or brushing to allow for smooth, non-repetitive transitions between tiles. In most cases this tiling is random, and based on color probability. More info on Wang tiles can be found `here <http://www.cr31.co.uk/stagecast/wang/intro.html>`_."
3079msgstr ""
3080
3081#: ../../manual/using-wang-tiles.rst:15
3082msgid "To demonstrate how to use Wang tiles, I will describe the steps necessary to recreate ``walkways.tsx`` example tileset."
3083msgstr ""
3084
3085#: ../../manual/using-wang-tiles.rst:21
3086msgid "Defining Wang Tile Info"
3087msgstr ""
3088
3089#: ../../manual/using-wang-tiles.rst:23
3090msgid "After making the tileset, from the tileset editor, click the Wang Sets button."
3091msgstr ""
3092
3093#: ../../manual/using-wang-tiles.rst:27
3094msgid "Wang Set Button"
3095msgstr ""
3096
3097#: ../../manual/using-wang-tiles.rst:29
3098msgid "A single tileset can have many Wang sets. Create a new Wang set using the plus button at the bottom of the Wang set view."
3099msgstr ""
3100
3101#: ../../manual/using-wang-tiles.rst:34
3102msgid "Wang Set View"
3103msgstr ""
3104
3105#: ../../manual/using-wang-tiles.rst:36
3106msgid "You can now edit the properties of the Wang set. Important for us is edge and corner count. This will determine how the set is defined, and how it behaves. This tileset is a 3 edge Wang set."
3107msgstr ""
3108
3109#: ../../manual/using-wang-tiles.rst:42
3110msgid "Wang Set Properties"
3111msgstr ""
3112
3113#: ../../manual/using-wang-tiles.rst:44
3114msgid "Now in the complete pattern set will generate in the *Patterns* tab below the Wang set view. For the set to be complete (though this is unnecessary), each pattern must be used at least once."
3115msgstr ""
3116
3117#: ../../manual/using-wang-tiles.rst:50
3118msgid "Pattern View"
3119msgstr ""
3120
3121#: ../../manual/using-wang-tiles.rst:52
3122msgid "Once a pattern is selected, you can paint it directly onto the tileset. Similar to when using the Stamp Brush, ``Z`` and ``Shift + Z`` can be used to rotate the pattern 90 degrees clockwise and counterclockwise respectively. ``X`` and ``Y`` flip the pattern horizontally, and vertically respectively."
3123msgstr ""
3124
3125#: ../../manual/using-wang-tiles.rst:59
3126msgid "Painting on a Pattern"
3127msgstr ""
3128
3129#: ../../manual/using-wang-tiles.rst:61
3130msgid "In the other tab, there is the *Colors* view. This gives you access to edit properties and assign with each individual color of a set."
3131msgstr ""
3132
3133#: ../../manual/using-wang-tiles.rst:66
3134msgid "Painting Individual Edge"
3135msgstr ""
3136
3137#: ../../manual/using-wang-tiles.rst:68
3138msgid "Using these methods, assign each tile matching all the edges. After this is done, the set is ready to be used with all the Wang methods."
3139msgstr ""
3140
3141#: ../../manual/using-wang-tiles.rst:73
3142msgid "Completely Assigned Wang Set"
3143msgstr ""
3144
3145#: ../../manual/using-wang-tiles.rst:76
3146msgid "Editing With Wang Methods"
3147msgstr ""
3148
3149#: ../../manual/using-wang-tiles.rst:78
3150msgid "There are two main ways to use Wang tiles:"
3151msgstr ""
3152
3153#: ../../manual/using-wang-tiles.rst:80
3154msgid "Activating the `Wang mode <#wang-mode>`__"
3155msgstr ""
3156
3157#: ../../manual/using-wang-tiles.rst:82
3158msgid "Using the `Wang brush <#wang-brush>`__"
3159msgstr ""
3160
3161#: ../../manual/using-wang-tiles.rst:85
3162msgid "Wang Mode"
3163msgstr ""
3164
3165#: ../../manual/using-wang-tiles.rst:86
3166msgid "Similar to the random mode, the Stamp Brush, and Bucket Fill tools can use Wang methods to fill. With the Wang mode activated, each cell will be randomly chosen from all those in the Wang set which match all adjacent edge/corner colors."
3167msgstr ""
3168
3169#: ../../manual/using-wang-tiles.rst:92
3170msgid "Stamp Brush with Wang Fill Mode Enabled"
3171msgstr ""
3172
3173#: ../../manual/using-wang-tiles.rst:96
3174msgid "Bucket Fill with Wang Fill Mode Enabled"
3175msgstr ""
3176
3177#: ../../manual/using-wang-tiles.rst:100
3178msgid "There is also the :ref:`wang-tool`, which works very much like the :ref:`terrain-tool`. This tool changes the edge/color patterns of the adjacent cells, to match a selected color. If no tiles exist in the Wang set of a particular pattern, the area can not be painted."
3179msgstr ""
3180
3181#: ../../manual/using-wang-tiles.rst:109
3182msgid "Customizing Wang Colors"
3183msgstr ""
3184
3185#: ../../manual/using-wang-tiles.rst:111
3186msgid "Each Wang color can be customized to become more recognizable. As well, the probability of each color can be adjusted, such that with the Wang mode it will show up more often in filling or brushing."
3187msgstr ""
3188
3189#: ../../manual/using-wang-tiles.rst:115
3190msgid "Color Appearance"
3191msgstr ""
3192
3193#: ../../manual/using-wang-tiles.rst:116
3194msgid "The name, image, and of course color can be changed to alter the appearance  of a Wang color. This image can be changed be selecting a color, then right clicking on the tile whose image is desired, and selecting *Set Wang Color Image*."
3195msgstr ""
3196
3197#: ../../manual/using-wang-tiles.rst:122
3198msgid "Selecting Wang color image"
3199msgstr ""
3200
3201#: ../../manual/using-wang-tiles.rst:126
3202msgid "The other values can be changed from the properties view."
3203msgstr ""
3204
3205#: ../../manual/using-wang-tiles.rst:130
3206msgid "When choosing a tile with Wang methods, all tiles with a valid Wang pattern are considered. They are given a weight based on their edge/corner colors' probabilities. Then one is selected at random, while considering this weight. The weight is the product of all the probabilities."
3207msgstr ""
3208
3209#: ../../manual/using-wang-tiles.rst:139
3210msgid "Left shows path with probability 0.1, right shows path with probability 10."
3211msgstr ""
3212
3213#: ../../manual/using-wang-tiles.rst:142
3214msgid "Standard Wang Sets"
3215msgstr ""
3216
3217#: ../../manual/using-wang-tiles.rst:144
3218msgid "Some typical Wang sets are `2-corner <http://www.cr31.co.uk/stagecast/wang/2corn.html>`__, `2-edge <http://www.cr31.co.uk/stagecast/wang/2edge.html>`__, and `blob <http://www.cr31.co.uk/stagecast/wang/blob.html>`__. Wang tiles in Tiled support up to 15 edge and 15 corner colors in a single set."
3219msgstr ""
3220