Ceiling deleteing itself

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Emera Nova
Posts: 146
Joined: Wed Jun 11, 2014 1:31 am

Ceiling deleteing itself

Post by Emera Nova »

So when you place in a fake ceiling item it seems to delete any existing ceiling above it, to which I tried to fix it by putting in another fake ceiling above the already existing fake ceiling. This causes 1 of 2 things to happen.
1. The first fake ceiling ends up being destroyed.
or
2. The editor completely crashes.

Anyone know why this is happening, and if there is a way to fix it? At the moment I just have the start of my tunnel without a fake ceiling so that the real ceiling above it doesn't break and cause a black spot in my map.

*Edited in hopes to make more sense xD, was in a public space listening to people argue the first time around.
Last edited by Emera Nova on Wed Nov 05, 2014 6:35 am, edited 1 time in total.
NutJob
Posts: 426
Joined: Sun Oct 19, 2014 6:35 pm

Re: Ceiling deleteing itself

Post by NutJob »

Emera Nova wrote:I'm working on a tunnel where I place one ceiling item in to give the roof of the and then the one above it which is a set roof disappears.
Any chance of a full restructuring of this statement from the ground up? (pun intended)
Jackard
Posts: 59
Joined: Thu Oct 30, 2014 7:32 pm

Re: Ceiling deleteing itself

Post by Jackard »

The same problem I ran into, Nutjob, sheesh. You even replied!
SpoilerShow
Jackard wrote:
NutJob wrote:
Jackard wrote:Why can I not use two ceilings on the same tile at different elevations? This includes both terrain and object ceilings - only one will show up ingame.
Because you can't see through the first?
Now see, this is two ceilings on the same tile at two different elevations, so overlapping is more difficult:

Image

Image
Elevation 2

Image
Elevation 0
Jackard wrote:i have added some pictures

I've had to go with a temporary solution of no Ele-0 ceiling and an Ele-2 bridge instead, but this issue keeps coming up as I build, so if anyone has a real solution I would appreciate it.

Image
Elevation 2

Image
Elevation 0
User avatar
antti
Posts: 688
Joined: Thu Feb 23, 2012 1:43 pm
Location: Espoo, Finland
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Re: Ceiling deleteing itself

Post by antti »

Emera Nova wrote:So when you place in a fake ceiling item it seems to delete any existing ceiling above it, to which I tried to fix it by putting in another fake ceiling above the already existing fake ceiling. This causes 1 of 2 things to happen.
1. The first fake ceiling ends up being destroyed.
or
2. The editor completely crashes.

Anyone know why this is happening, and if there is a way to fix it? At the moment I just have the start of my tunnel without a fake ceiling so that the real ceiling above it doesn't break and cause a black spot in my map.

*Edited in hopes to make more sense xD, was in a public space listening to people argue the first time around.
This happens because the ceiling objects are defined to automatically replace other ceilings (just like an alcove object will replace the wall object). The original assets have simply not been made for cases like these so you probably can work around the issue by defining your own ceilings for these special cases. Here's an untested object definition that you could try out:

Code: Select all

defineObject{
	name = "dungeon_ceiling_overlap",
	baseObject = "dungeon_ceiling",
	replacesCeiling = false,
}
Steven Seagal of gaming industry
NutJob
Posts: 426
Joined: Sun Oct 19, 2014 6:35 pm

Re: Ceiling deleteing itself

Post by NutJob »

Jackard wrote:The same problem I ran into, Nutjob, sheesh. You even replied!
See, what seems to be a harsh initial reply, has got the reworked question two helpful responses.
Jackard
Posts: 59
Joined: Thu Oct 30, 2014 7:32 pm

Re: Ceiling deleteing itself

Post by Jackard »

antti wrote:

Code: Select all

defineObject{
	name = "dungeon_ceiling_overlap",
	baseObject = "dungeon_ceiling",
	replacesCeiling = false,
}
What do I need to watch/read to use this?
User avatar
antti
Posts: 688
Joined: Thu Feb 23, 2012 1:43 pm
Location: Espoo, Finland
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Re: Ceiling deleteing itself

Post by antti »

Jackard wrote:
antti wrote:

Code: Select all

defineObject{
	name = "dungeon_ceiling_overlap",
	baseObject = "dungeon_ceiling",
	replacesCeiling = false,
}
What do I need to watch/read to use this?
You can add this definition to your objects.lua (for example). You can find the file in your mod's "mod_assets\scripts\" folder.
Steven Seagal of gaming industry
Emera Nova
Posts: 146
Joined: Wed Jun 11, 2014 1:31 am

Re: Ceiling deleteing itself

Post by Emera Nova »

Thanks for the feedback on my question guys, for the code below if I wanted to switch it from a Dungeon Ceiling to a Castle's Ceiling would I just need to change the base Object to a Castle Ceiling or is it called something other than castle_ceiling?

Original
defineObject{
name = "dungeon_ceiling_overlap",
baseObject = "dungeon_ceiling",
replacesCeiling = false,
}
Replacement
defineObject{
name = "castle_ceiling_overlap",
baseObject = "castle_ceiling",
replacesCeiling = false,
}
Jackard
Posts: 59
Joined: Thu Oct 30, 2014 7:32 pm

Re: Ceiling deleteing itself

Post by Jackard »

antti wrote:You can add this definition to your objects.lua (for example). You can find the file in your mod's "mod_assets\scripts\" folder.
Thanks very much, works great!
Jackard
Posts: 59
Joined: Thu Oct 30, 2014 7:32 pm

Re: Ceiling deleteing itself

Post by Jackard »

antti wrote:This happens because the ceiling objects are defined to automatically replace other ceilings (just like an alcove object will replace the wall object). The original assets have simply not been made for cases like these so you probably can work around the issue by defining your own ceilings for these special cases. Here's an untested object definition that you could try out:

Code: Select all

defineObject{
	name = "dungeon_ceiling_overlap",
	baseObject = "dungeon_ceiling",
	replacesCeiling = false,
}
Oh my god I have discovered something amazing

Code: Select all

defineObject{
   name = "remove_ceiling",
   baseObject = "invisible_platform",
   replacesCeiling = true,
}
No need for wall objects everywhere in Meskia!
Jackard wrote:
Image
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