Is there a way to make a custom tile?
Is there a way to make a custom tile?
I am just wondering if we can define new tiles. By tile I mean the squares you lay down with the 3rd tool in the editor. I looks like a defineTile exists but I have no details on it.
Re: Is there a way to make a custom tile?
Actively searching for it. Finded defineTile in the grimrock.dat, but quite all my test results are stopped by what seems bad arguments or that this definition no needs "names" ...
Here after is the definition list I found in the grimrock2.dat
Here after is the definition list I found in the grimrock2.dat
Code: Select all
defineAnimationEvent
defineCharClass
defineMaterial
defineObject
defineParticleSystem
defineProxyClass
defineRace
defineRecipe
defineSkill
defineSound
defineSpell
defineTile
defineTrait
Re: Is there a way to make a custom tile?
Hmmm, seems like all of the ones you listed made it to the scripting reference except defineTile. Ugh.
Re: Is there a way to make a custom tile?
Yep, sad too ... Tested most part of traits/class/arguments .... always same thing (( Perhaps that actually, AH don't want that we customise tiles, or, theses ones are hardcoded, and defineTile arguments are not yet coded. Didn't found anithing about arguments in the grimrock2.dat. Only path for models/textures of walls/floors.MrChoke wrote:Hmmm, seems like all of the ones you listed made it to the scripting reference except defineTile. Ugh.
Re: Is there a way to make a custom tile?
Well .. the definition looks something like
But so far, the only thing i've managed to do with it is crash my editor 
Think I'll wait for some official documentation on this one...
SpoilerShow
Code: Select all
defineTile {
name = string-required
randomFloorFacing = boolean
builder = string-required
floor = table
wall = table
pillar = table
centarPillar = table
ceiling = table
ceilingShaft = string
solid = boolean
diggable = boolean
underwater = boolean
heightmapMaterial = string
heightmapMaterialPriority = number
ceilingEdgeVariations = boolean
automapTile = string
moveSound = string
}

Think I'll wait for some official documentation on this one...

Links to my YouTube playlist of "tutorials" and to my forum thread.
Re: Is there a way to make a custom tile?
They haven't released the asset definition reference yet [afaik]. We'll have to wait and see; but I assume the answer is yes, of course.
Re: Is there a way to make a custom tile?
Issac, they actually did, a good chunk of it anyway. It's part of the the scripting reference. Its not split out like LoG1 was. Though, scripting ref. is not considered done so maybe they will still document defineTile. But I got a bad feeling its not customizable by us.
Re: Is there a way to make a custom tile?
Thanks Prozail ^^
A subsiliar question. What are the program you are using ? For me, just notepad++ and hexedit, but seems not enough to correctly extract datas from *.dat files ((
A subsiliar question. What are the program you are using ? For me, just notepad++ and hexedit, but seems not enough to correctly extract datas from *.dat files ((
Re: Is there a way to make a custom tile?
When the asset pack is released, we will [most likely] have the definitions of all of ~at least of the non-audio assets to examine.MrChoke wrote:Issac, they actually did, a good chunk of it anyway. It's part of the the scripting reference. Its not split out like LoG1 was. Though, scripting ref. is not considered done so maybe they will still document defineTile. But I got a bad feeling its not customizable by us.
Re: Is there a way to make a custom tile?
You can definitely add new tiles, I simply forgot to add it to the reference.