Why this Guide:
– With the release of Version 2.0, I chose to make it easier to add Extensions to the Mapper.
This allows me to just post new Extensions as a simple Zip instead of rebuilding the entire Mapper's Zip.
This also makes it easier for other folks to add in Extensions they (or others) have made.
Downloading Extensions
- You can download extensions from the Dungeon Tiles Mapper Home Page.
- As others make extensions and make them public, you will be able to download them from their sites.
Installing Extenions
Once downloaded, place the Zip file in the DungeonTiles/Tiles folder:

Once you have the Zip file in the Tiles folder, unzip the contents. Assuming WinZip, use the Extract to here option:

Once extracted, you will have a folder whose name is the Extension's code (ex: New_Ext) and you can remove the Zip file:

Now, in the new Extensions folder (which is in the Tiles folder), you should be able to see a bunch of image files and a Manifest.js:

Now, to add the Extension to the Mapper, you will need to edit the ExtensionsMaps.js file in the DungeonTiles folder:

In the ExtensionsMaps.js file, you will find a section of code title List of Extensions that should contain the default extensions:

Simply add another line at the end of all the Extenions.Add lines that includes the new Extensions: Extensions.Add("New_Ext", 1);
Creating Extensions:
To create an Extension, you will need to create images for each side of each tile.
Once you have all those images made (and hopefully named so that you can find them, you will need to create a Manifest.js file.
This file *needs* to be spelled, with the same case as Manifest.js to ensure it will work on all computers.
Each set that i create has the following text in the Manifest.js file as an example.
You may look use the following as a guide, or simply copy/paste an exising Manifest and change the info that way.
// Set.Create("SET NAME", "CODE")
var oSet = Set.Create("Dungeon Tiles", "DT1");
/*
oSet.AddTile( count,
{ Width:w, Height:h, Diagonal:d, Tag:t, TagB:tb, NameA:a, NameB:b, Extension:e }
);
count = number of times the tile occurs
Width = width of the tile in squares
Height = height of the tile in squares
Diagonal = true/false if the tile has a diagonal
Tag = first part of the images' filename
TagB = first part of the images' B-side filename (for use in duplicate backside images)
All tiles should have 4 images per side:
Two sided example:
{Tag}.a.0.jpg
{Tag}.a.90.jpg
{Tag}.a.180.jpg
{Tag}.a.270.jpg
{Tag}.b.0.jpg
{Tag}.b.90.jpg
{Tag}.b.180.jpg
{Tag}.b.270.jpg
TagB example:
{Tag}.a.0.jpg
{TagB}.b.0.jpg
Single sided example:
{Tag}.0.jpg
{Tag}.90.jpg
{Tag}.180.jpg
{Tag}.270.jpg
NameA = the label for side a
NameB = the label for side b (optional; without a SideB, the tile can't be flipped)
Extension = the file type (.jpg, .gif, .png, etc.)
*/
oSet.AddTile(1,
{ Width:1, Height:2, Diagonal:false, Tag:"1x2_WoodenDoor",
NameA:"Wooden Door", NameB:"Iron Door", Extension:"jpg" }
);
oSet.AddTile(2,
{ Width:2, Height:1, Diagonal:false, Tag:"2x1_Bars",
NameA:"Bars", NameB:"Rubble", Extension:"jpg" }
);
//... (one oSet.AddTile line for each type of tile)
More Discussion at: Version 2.0 Discussion Thread
