Dungeon Editor (and game) - critique

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Komag
Posts: 3654
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: Dungeon Editor (and game) - critique

Post by Komag »

Here is my edited wall_sets.lua (I have condensed the code as well):

Code: Select all

-- This file has been generated by Dungeon Editor 1.3.1

-- TODO: place your custom wall set definitions here
defineWallSet{
	name = "dungeon2",
	randomFloorFacing = true,
	floors = {		"assets/models/env/dungeon_floor_01.fbx", 5,
			"assets/models/env/dungeon_floor_02.fbx", 5,
			"assets/models/env/dungeon_floor_03.fbx", 5,
			"assets/models/env/dungeon_floor_04.fbx", 5,
			"assets/models/env/dungeon_floor_05.fbx", 5,
			"assets/models/env/dungeon_floor_06.fbx", 5,
			"assets/models/env/dungeon_floor_drainage.fbx", 0,	},
	walls = {		"assets/models/env/dungeon_wall_01.fbx", 50,
			"assets/models/env/dungeon_wall_drainage.fbx", 1,	},
	pillars = {		"assets/models/env/dungeon_pillar.fbx", 1,	},
	ceilings = {	"assets/models/env/dungeon_ceiling.fbx", 1,	},
	ceilingShafts = {	"assets/models/env/dungeon_ceiling_pit.fbx", 1,	},
	floorDecorations = {	},
	wallDecorations = {	"assets/models/env/metal_hooks_wall.fbx", 1,
			"assets/models/env/metal_hooks_chain_wall.fbx", 1,	},
	pillarDecorations = {"assets/models/env/metal_hook_pillar.fbx", 1,
			"assets/models/env/metal_hook_chain_pillar.fbx", 1,
			"assets/models/env/metal_ring_pillar.fbx", 1,	},
}

defineWallSet{
	name = "temple2",
	randomFloorFacing = true,
	floors = {		"assets/models/env/temple_floor_01.fbx", 30,
			"assets/models/env/temple_floor_drainage.fbx", 0,	},
	walls = {		"assets/models/env/temple_wall_01.fbx", 50,
			"assets/models/env/temple_wall_drainage.fbx", 1,	},
	pillars = {		"assets/models/env/temple_pillar.fbx", 1,	},
	ceilings = {	"assets/models/env/temple_ceiling.fbx", 1,	},
	ceilingShafts = {	"assets/models/env/temple_ceiling_pit.fbx", 1,	},
	floorDecorations = {	},
	wallDecorations = {	"assets/models/env/metal_hooks_wall.fbx", 1,
			"assets/models/env/metal_hooks_chain_wall.fbx", 1,	},
	pillarDecorations = {"assets/models/env/metal_hook_pillar.fbx", 1,
			"assets/models/env/metal_hook_chain_pillar.fbx", 1,
			"assets/models/env/metal_ring_pillar.fbx", 1,	},
}


defineWallSet{
	name = "prison2",
	randomFloorFacing = true,
	wallOffset = 0.115,
	floors = {		"assets/models/env/prison_floor_01.fbx", 30,
			"assets/models/env/prison_floor_drainage.fbx", 0,	},
	walls = {		"assets/models/env/prison_wall_01.fbx", 1,	},
	pillars = {		"assets/models/env/prison_pillar.fbx", 1,	},
	ceilings = {	"assets/models/env/prison_ceiling.fbx", 1,	},
	ceilingShafts = {	"assets/models/env/prison_ceiling_pit.fbx", 1,	},
	floorDecorations = {	},	
	wallDecorations = {		},
	pillarDecorations = {	},
}
As you can see, I simply set the floor drainages to be 0
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Neikun
Posts: 2457
Joined: Thu Sep 13, 2012 1:06 pm
Location: New Brunswick, Canada
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Re: Dungeon Editor (and game) - critique

Post by Neikun »

You can literally just remove the "assets/models/env/dungeon_floor_drainage.fbx", 0, line entirely.
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