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Some questions on the new editor

Posted: Sat May 12, 2012 3:48 pm
by Bargeral
Just some questions I have on the new editor being worked on.
  • Can teleporters take you between levels, or just other points on the same level?
  • Can you import tile sets for walls, floors, doors etc?
  • If so, how many tile sets can we have?
  • Can you edit item stats? (+10 sword of "I am NOT cheating, <sniff>").
I am going to assume "no" for these two, but thought I'd ask:
  • Can you have vaulted ceilings? (Still a flat level, but the walls go up 20 instead of 10.) See code box below.
  • Can you have mulit levels on one map? Like bridges, ledges, lofts and such.

Code: Select all

       __    __ __
 __   |  |  |   __|
|__|  |__|  |__|
 1    2     3

Forgive the ASCII graphics - Forward view, like you see in the game, imagine a little guy standing in the first box.
1 would be normal, 2 would be vaulted. 3 would be vaulted with a ledge.
PS: Great Game! Thank you very much! Looking forward to the editor.

Edit: 'cause I can't leave well enough alone.

Re: Some questions on the new editor

Posted: Sat May 12, 2012 4:11 pm
by Thels
Bargeral wrote:Can teleporters take you between levels, or just other points on the same level?
Existing teleporters can teleport between levels, so there's no reason why your own teleporters cannot.
Bargeral wrote:Can you import tile sets for walls, floors, doors etc?
If so, how many tile sets can we have?
It should be possible to do this, but the editor itself of course won't support making these tilesets.

I'm not entirely sure the initial editor will allow you to include other files than just the dungeon itself, but if it doesn't, there's always 3rd party tools. ;)

You can only use one tileset per level. I don't think there's a limit to the number of tilesets in total.
Bargeral wrote:Can you edit item stats? (+10 sword of "I am NOT cheating, <sniff>").
Item stats are in the Lua files. It should be easy to adjust them. Same comment of importing them as on the tilesets (which are called wallsets as far as I know).
Bargeral wrote:I am going to assume "no" for these two, but thought I'd ask:
Can you have vaulted ceilings? (Still a flat level, but the walls go up 20 instead of 10.) See code box below.
Can you have mulit levels on one map? Like bridges, ledges, lofts and such.

Code: Select all

       __    __ __
 __   |  |  |   __|
|__|  |__|  |__|
 1    2     3
Forgive the ASCII graphics - Forward view, like you see in the game, imagine a little guy standing in the first box.
1 would be normal, 2 would be vaulted. 3 would be vaulted with a ledge.
I think this is a little out of the way of the current system. Best not to keep your hopes up on this.

Re: Some questions on the new editor

Posted: Sat May 12, 2012 4:40 pm
by CaveTroll
About ceilings: i think it is worth mentioning that the prison tileset ceiling is already one unit higher than that of the other two tilesets (it is located at 4 units from the ground instead of 3). Otherwise, the cube would not be able to move without hitting it (that's probably the reason). ;)

Personally, I am praying that ledges will be possible too, but if they are it will probably involve some hackery using pits with "hidden" teleportation. So yeah, it is a long shot.

Re: Some questions on the new editor

Posted: Sat May 12, 2012 5:16 pm
by Bargeral
I missed the fact that teleports go between levels, played through once, but didn't remember that. Good news, it really opens things up.

If the prison tile set is taller it is encouraging that maybe there is some hope for tweaking how much, either by building a taller tile, or finding the setting in some conf file. 3 vs 4 is nice, but I'd like to get a 6 or 9 height in there. It would make some levels, say a cathedral really pop.

Re: Some questions on the new editor

Posted: Sat May 12, 2012 5:23 pm
by Thels
Bargeral wrote:I missed the fact that teleports go between levels, played through once, but didn't remember that. Good news, it really opens things up.
Quite a few holes have a teleporter to return you to the previous level. ;)

Just the height of the ceiling would probably be possible, but that's not exactly the same as ledges.

Re: Some questions on the new editor

Posted: Sat May 12, 2012 5:42 pm
by Bargeral
Thels wrote:Quite a few holes have a teleporter to return you to the previous level. ;)
Now I feel really stupid. :oops:

Re: Some questions on the new editor

Posted: Sat May 12, 2012 5:46 pm
by Bees
Bargeral wrote:
  • Can you import tile sets for walls, floors, doors etc?
  • If so, how many tile sets can we have?
1. Probably.
2. No clue, but levels are limited to one wallset only.

Re: Some questions on the new editor

Posted: Sat May 12, 2012 5:56 pm
by Bargeral
Is there any info on what format the tile set needs to be in? I'd like to get a jump-start on my cruddy MS-paint dungeons. :D :D

Re: Some questions on the new editor

Posted: Sat May 12, 2012 6:13 pm
by Thels

Re: Some questions on the new editor

Posted: Sat May 12, 2012 6:19 pm
by Bees
Bargeral wrote:Is there any info on what format the tile set needs to be in? I'd like to get a jump-start on my cruddy MS-paint dungeons. :D :D
Well there are a few components to making a tileset:
  • the physical models
  • the textures
  • some entries in a ".materials" file that links material names to the texture filenames
The physical models come in three parts: a model file and a mesh file for each wall segment, and an animation file (for the parts that have movable bits, like buttons and chains and doors). I am ignoring the model and animation files because I have no idea how to read them, but the mesh files can be imported as described in this thread.

The textures are typically 1024x1024 in size and come in sets of three: the color map, the normal map, and the specular map. They are compressed in DDS (directdraw surface) format, but I am getting the gist that TGA files work as well.

The entries in default.materials is probably the easiest part because it's human-readable. If you extract it from grimrock.dat and open it up, you can see that it just links multiple texture filenames (color, normal, specular) to a single material name. I haven't yet been able to get a custom material working in game, but then I haven't really tried either.