ΠΠ°ΠΊ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ tedit Π² ΡΠ΅ΡΡΠ°ΡΠΈΠΈ
Terraria «Π‘Π±ΠΎΡΠ½ΠΈΠΊ ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ° ΠΊΠ°ΡΡ TEdit [TheRevez]»
Terraria «Π‘Π±ΠΎΡΠ½ΠΈΠΊ ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ° ΠΊΠ°ΡΡ TEdit [TheRevez]»
ΠΠΏΠΈΡΠ°Π½ΠΈΠ΅ ΠΈ ΠΈΠ½ΡΡΡΡΠΊΡΠΈΠΈ
ΠΡΡ ΠΈΠ² Π²ΠΊΠ»ΡΡΠ°Π΅Ρ Π² ΡΠ΅Π±Ρ 4 Π²Π΅ΡΡΠΈΠΈ ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ° TEdit, Π½Π°ΡΠΈΠ½Π°Ρ Ρ Π²Π΅ΡΡΠΈΠΈ ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΡ 3.11 Π΄Π»Ρ Terraria 1.3.5 ΠΈ Π·Π°ΠΊΠ°Π½ΡΠΈΠ²Π°Ρ ΠΏΠΎΡΠ»Π΅Π΄Π½Π΅ΠΉ Π²Π΅ΡΡΠΈΠΈ 4.0.0 beta12 Π΄Π»Ρ Terraria 1.4+
Π‘Π±ΠΎΡΠ½ΠΈΠΊ TEdit Π΄Π»Ρ Π°Π±ΡΠΎΠ»ΡΡΠ½ΠΎ Π»ΡΠ±ΠΎΠΉ Π²Π΅ΡΡΠΈΠΈ ΠΈΠ³ΡΡ Terraria
Π Π΅Π΄Π°ΠΊΡΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ ΠΊΠ°ΡΡ
ΠΡΠΈΠΌΠ΅ΡΠ°Π½ΠΈΡ Π΄Π»Ρ ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»Π΅ΠΉ:
3 Π²Π΅ΡΡΠΈΠΈ ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΡ(Π·Π° ΠΈΡΠΊΠ»ΡΡΠ΅Π½ΠΈΠ΅ΠΌ Π²Π΅ΡΡΠΈΠΈ Π΄Π»Ρ Terraria 1.3.5) Π½Π΅ΡΡΠ°Π±ΠΈΠ»ΡΠ½Ρ, ΠΏΠΎΡΠΊΠΎΠ»ΡΠΊΡ Π½Π°Ρ ΠΎΠ΄ΡΡΡΡ Π² ΡΡΠ°Π΄ΠΈΠΈ ΡΠ°Π·ΡΠ°Π±ΠΎΡΠΊΠΈ.
ΠΠ° ΠΈΠ·ΠΎΠ±ΡΠ°ΠΆΠ΅Π½ΠΈΠΈ Π²Π΅ΡΡΠΈΡ ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΡ 3.11*
ΠΠΎΠΏΡΠΎΡΡ, ΠΊΠΎΡΠΎΡΡΠ΅ ΠΌΠΎΠ³ΡΡ Π²ΠΎΠ·Π½ΠΈΠΊΠ½ΡΡΡ
— ΠΠ°ΠΊ ΠΌΠ½Π΅ ΡΠ΄Π΅Π»Π°ΡΡ ΡΠ°ΠΊ, ΡΡΠΎΠ±Ρ Π²ΡΡ ΠΏΠΎΠΊΠ°Π·ΡΠ²Π°Π»ΠΎΡΡ Ρ ΠΈΠ³ΡΠΎΠ²ΡΠΌΠΈ ΡΠ΅ΠΊΡΡΡΡΠ°ΠΌΠΈ, Π° Π½Π΅ ΡΠ²Π΅ΡΠΎΠΌ? — ΠΠΎΡΠ»Π΅ ΠΏΠ΅ΡΠ²ΠΎΠ³ΠΎ Π·Π°ΠΏΡΡΠΊΠ° ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΡ ΠΌΠΎΠΆΠ½ΠΎ ΡΠΏΠΎΠΊΠΎΠΉΠ½ΠΎ Π΅Ρ Π·Π°ΠΊΡΡΡΡ, ΠΎΡΠΊΡΡΡΡ ΠΈΠ³ΡΡ, Π²ΡΠ±ΡΠ°ΡΡ Π½ΡΠΆΠ½ΡΠΉ ΠΌΠΈΡ, Π·Π°ΠΉΡΠΈ Π½Π° Π½Π΅Π³ΠΎ ΠΈ ΠΏΠΎΡΠ»Π΅ Π²ΡΠΉΡΠΈ(ΠΈΠ· ΠΈΠ³ΡΡ ΡΠΎΠΆΠ΅), ΠΎΡΠ΅ΡΠ΅Π΄Π½ΠΎΠΉ Π·Π°ΠΏΡΡΠΊ ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ° Π±ΡΠ΄Π΅Ρ ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ°ΡΡ ΡΠ΅ΠΊΡΡΡΡΡ(ΠΌΠΎΠΆΠ½ΠΎ Π±ΡΠ΄Π΅Ρ ΠΎΡΠΊΠ»ΡΡΠΈΡΡ Π² ΡΠΎΠΎΡΠ²Π΅ΡΡΡΠ²ΡΡΡΠΈΡ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡΠ°Ρ )
ΠΠ°Π·ΠΎΠ²ΡΠΉ ΠΊΡΡΡ ΠΎΠ±ΡΡΠ΅Π½ΠΈΡ ΡΠ°Π±ΠΎΡΡ Ρ ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΠΎΠΉ
ΠΡΡΡ ΡΠ°ΡΡΠΈΡΠ°Π½ Π½Π° ΡΠ°ΡΡΠΈΡΠ½ΡΠΉ ΡΡΠ½ΠΊΡΠΈΠΎΠ½Π°Π» ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΡ 3.11 beta.
Π‘Π°ΠΌΡΠ΅ Π²Π΅ΡΡ Π½ΠΈΠ΅ 5 ΠΊΠ½ΠΎΠΏΠΎΠΊ— ΠΊΠ°ΡΠ΅Π³ΠΎΡΠΈΠΈ ΡΡΠ½ΠΊΡΠΈΠΉ ΡΠ°Π±ΠΎΡΡ Ρ ΡΠ°ΠΉΠ»Π°ΠΌΠΈ(ΠΊΠ°ΡΡΠΎΠΉ).
ΠΠΊΠ»Π°Π΄ΠΊΠ° File
ΠΠΊΠ»Π°Π΄ΠΊΠ° Edit
ΠΠΊΠ»Π°Π΄ΠΊΠ° Edit Π΄Π°ΡΡ Π½Π°ΠΌ ΡΡΠ½ΠΊΡΠΈΠΎΠ½Π°Π» ΡΠ°Π±ΠΎΡΡ Ρ Π΄Π΅ΠΉΡΡΠ²ΠΈΡΠΌΠΈ Π² ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΠ΅, ΠΎΡΠΌΠ΅Π½Ρ ΡΠ°Π³ΠΎΠ²(Π΄Π΅ΠΉΡΡΠ²ΠΈΠΉ) Π½Π°Π·Π°Π΄ ΠΈΠ»ΠΈ Π²ΠΏΠ΅ΡΡΠ΄, ΡΠ΄Π°Π»Π΅Π½ΠΈΠ΅ ΠΎΠ±Π»Π°ΡΡΠΈ, Π²ΡΠ΄Π΅Π»Π΅Π½ΠΈΠ΅ ΠΎΠ±Π»Π°ΡΡΠΈ, ΠΊΠΎΠΏΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ ΠΈ Π²ΡΡΠ°Π²ΠΊΡ.
ΠΠΊΠ»Π°Π΄ΠΊΠ° Display
ΠΠΊΠ»Π°Π΄ΠΊΠ° Plugins
ΠΠΊΠ»Π°Π΄ΠΊΠ° Plugins Π²ΠΊΠ»ΡΡΠ°Π΅Ρ Π² ΡΠ΅Π±Ρ ΡΡΠ½ΠΊΡΠΈΠΈ, ΠΊΠΎΡΠΎΡΡΠ΅ ΡΠΌΠΎΠ³ΡΡ Π²ΡΠΏΠΎΠ»Π½ΠΈΡΡ ΠΎΠΏΡΠ΅Π΄Π΅Π»ΡΠ½Π½ΠΎΠ΅ Π΄Π΅ΠΉΡΡΠ²ΠΈΠ΅ Ρ ΠΏΠΎΠΌΠΎΡΡΡ.ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΡ, Π½Π΅ΡΡ ΠΊΠΎΠ½Π΅ΡΠ½ΡΠΉ ΡΠ΅Π·ΡΠ»ΡΡΠ°Ρ:
ΠΠΊΠ»Π°Π΄ΠΊΠ° Help
ΠΠΊΠ»Π°Π΄ΠΊΠ° Help ΡΠΎΠ΄Π΅ΡΠΆΠΈΡ Π² ΡΠ΅Π±Π΅ ΠΎΡΠΊΡΡΡΠΈΠ΅ ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΠ½ΠΎΠ³ΠΎ Π»ΠΎΠ³Π°, ΠΎΡΠΊΡΡΡΠΈΠ΅ Wiki, ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΡ, ΡΠΊΠ°ΡΠ°ΡΡ Π½ΠΎΠ²ΡΠ΅ XML Π΄Π°Π½Π½ΡΠ΅, ΡΠ²Π΅Π΄Π΅Π½ΠΈΡ ΠΎ ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΠ΅.
ΠΠ°Π½Π΅Π»Ρ ΠΈΠ½ΡΡΡΡΠΌΠ΅Π½ΡΠΎΠ² (ΡΠ»Π΅Π²Π°)
Π Π»Π΅Π²ΠΎΠΌ ΠΎΠΊΠ½Π΅ ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΡ ΡΡΡΠΊΠΎ Π²ΠΈΠ΄Π½ΠΎ ΠΈΠΊΠΎΠ½ΠΊΠΈ ΠΈΠ½ΡΡΡΡΠΌΠ΅Π½ΡΠΎΠ², Π΄Π°Π²Π°ΠΉΡΠ΅ Π²ΡΡΡΠ½ΠΈΠΌ, ΡΡΠΎ ΠΆΠ΅ ΠΎΠ½ΠΈ Π·Π½Π°ΡΠ°Ρ.
ΠΠ½ΡΡΡΡΠΌΠ΅Π½ΡΡ Π΄Π»Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ² Π½Π° ΡΠΊΡΠ°Π½Π΅
ΠΠΎΠ½ΡΠΈΠ³ΡΡΠ°ΡΠΈΡ ΠΌΠΈΡΠ° ΠΈ Π΅Π³ΠΎ ΠΏΡΠΎΠΏΠΎΡΡΠΈΠΈ ΠΈΠ»ΠΈ «ΠΏΠ°Π½Π΅Π»Ρ ΡΠΏΡΠ°Π²Π°»
ΠΠΈΠΆΠ΅, Π²ΠΈΠ΄Π½ΠΎ 7 ΡΠ°Π·Π»ΠΈΡΠ½ΡΡ Π²ΠΊΠ»Π°Π΄ΠΎΠΊ, ΠΏΠΎΠ΄ΡΠΎΠ±Π½Π΅Π΅ ΠΎ Π½ΠΈΡ :
ΠΠ° ΡΡΠΎΠΌ, Π±Π°Π·ΠΎΠ²ΡΠΉ ΠΊΡΡΡ ΠΎΠ±ΡΡΠ΅Π½ΠΈΡ ΠΏΠΎ ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΠ΅ Π·Π°ΠΊΠΎΠ½ΡΠ΅Π½.
ΠΠ°ΠΊ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ tedit Π² ΡΠ΅ΡΡΠ°ΡΠΈΠΈ
TEdit has a ton of variables you can edit under the world parameters tab, but it isn’t immediately obvious what all of them do. What’s treeX0, anyway? But it’s not just that; many backgrounds don’t show up in the editor, and of those that do, they will display incorrectly under certain circumstances. This guide will provide a visual, uh. guide. to all the different tree styles, backgrounds, and. I’m just repeating the overview, aren’t I? Forget it; let’s just go to the next section.
So, we’ve got these meters and numbers for our tree styles, but what do they even do?
For starters, the four tree style values do not correspond to different biome trees. All of these affect normal forest trees. Rather, each number defines tree style stratified by location. This location is determined by the TreeX0, X1, and X2 values. Uh. let me give you an example.
We’ll use the sample values from the image. Our first tree style value dictates style for trees before X0. All trees less than 546 blocks to the right of the world’s left edge will use the first value. Keep in mind that this counts blocks outside of the traversible area. There are approximately 43 blocks on each side of the world that cannot be reached in-game. The next is between X0 and X1, so trees 546-1847 blocks to the right of the world’s left edge will use the second style. The third is between X1 and X2, so 1848-3527 blocks to the right of the world’s left edge will use that value. And the fourth is, you guessed it I hope for trees after X2, or 3528+ blocks right of the world’s left edge. If all treeX values are identical, then only the rightmost tree style value will be used. In this way, you can have four different styles of trees in a single world. The thumbnail for this very guide shows an example of three tree X values in close proximity; by placing tree X values between the trees, all three trees took on different styles. Now, as for the actual styles:
Something important to note is that tree style is not the same as tree variability. You will notice that even with the same tree style, there is variation between the trees of the same style. This can be controlled directly in the editor by placing individual sprites for different parts of the tree, such as the leafy top, or branches. This is what is responsible for the variation in color of Hallowed trees; tree style does not affect it. Trees placed in the editor will automatically convert to the type of tree appropriate for the blocks they are planted on in most cases, as almost all tree types are created using using the same generic tree piece sprites.
Trees can be created ex nihilo in the editor on blocks that don’t normally support trees, or even in midair. If a tree is planted on unsuitable blocks, it will take on the appearance of the least deep suitable block. For example, if you plant a tree on pink ice, and put a block of Crimson grass a few blocks directly below the tree, the tree will be treated as a Crimson tree. Even if the block is buried off-screen, this will still happen. You can also create underground jungle trees that are mostly above the surface by planting their base barely underground, and then making them very tall.
Be aware that invalid trees are rather. unstable. Updating blocks next to them, such as by digging, cutting with an axe, or even merely cutting grass, will cause the trees to update as well, and promptly disintegrate. If you wish to place invalid trees and prevent them from being easily destroyed, you will need to prevent vegetation from growing nearby. You could, for example, clutter the ground nearby with deco sprites, or put down blocks that can’t grow any vegetation at all (including herbs). This will also happen to other invalid sprites, such as jungle plants placed on non-jungle blocks, etc.
Trees styles look slightly different as of the 1.4 update, however, tree styles are now visible in the editor with the most recent update to TEdit. As such, I won’t be reprinting those images here. The rules for how tree styles are determined and stratified should remain the same.
You may notice options at the bottom of the World Properties tab labelled «Tree 1/2/3/4 Tops». These allow you to modify regional forest tree styles for the tops and branches of trees, specifically. These do not show up in the editor, and while they can be used to spice up tree styles, some of the results can be a little. wonky. Since they only affect forest trees, changing to another forest style is rather pointless.
Tree tops are as follows:
0 = Forest 0 | 1 = Forest 1 | 2 = Forest 2 | 3 = Forest 3
4 = Forest 4 | 5 = Forest 5 | 6 = Jungle 1 (irregular)
7 = Boreal 0 | 8 = Underground Jungle (irregular)
9 = Mushroom | 10 = Palm Tree
31, 51, 71, 72, and 73 CRASHES THE GAME
Boreal trees change style based on the chosen tundra background (the number next to ‘Snow BG’). Two of the tree styles are heavily dominant; only Snow BG 0 and 3 have tree sprites unique to them.
Rich Mahogany (jungle) trees also change based on the chosen background of their respective surface biome. Because there are only two backgrounds for the surface jungle, While the 1.4 update raised the number of jungle backgrounds to five, it appears that there are still only two jungle tree styles. except for the underground style. All jungle trees below depth zero take on the underground style, which cannot be changed.
Underground jungle trees will display any parts above depth zero as normal Rich Mahogany trees in the editor, but will appear entirely as underground trees in-game.
Giant mushroom stalks can be placed as a separate sprite in the editor, but this isn’t necessary, since trees placed on mushroom grass automatically are treated as giant mushrooms.
You can change the background for surface biomes (and underground, I’ll get to that in a bit) with the BG tabs at the bottom of ‘world parameters’. These backgrounds do not show up in the editor, so you will have to change each one, save, enter the game, see how it looks, if you don’t like it change it again, see how it looks, wonder if you liked the first one better, you can’t remember how the first one looked, change it back, now you can’t remember how the second one looked, create an image reference guide so it will never happen to you again, realize you could post it on Steam to help out other people too, realize you’re projecting, get to the point.
Most of these were taken using the in-game camera feature. The camera will record the world-specific background type, rather than a generic. So, if you take a picture with the forest background on, it will record the forest background specific to your world. Some biomes, such as the ocean or hybrid deserts can’t be recorded. Due to the asynchronous scrolling of certain background aspects, those images may contain some. irregularities. Clouds generally appear at random, and are not an inherent part of any given background.
In previous versions of TEdit, Forest backgrounds were controlled directly with the Forest BG tab. As of this writing, they are now effectively controlled by the Tree 4 BG tab, with Tree 2 BG and 3 BG appearing non-functional. It seems that these were intended to allow custom layering of different background parts, but the feature is not fully realized. Perhaps in a future update this functionality will change. For now, Tree 4 BG is your main point of control for forest backgrounds, and the others can be safely ignored.