custom wallset trouble

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bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

custom wallset trouble

Post by bongobeat »

I have made a new wallset, from the castle wallset composed by 2 tilesets:
the problem is, when looking around, the ceiling from far distance disappears: how can I fix that?


I use all walls and door from the castle wallset, 2 custom floors, based on the castle floor.model, and finally I use the ceiling of the tomb:
I don't use any ceiling shaft.
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Image
and what it looks when looking up:
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Image
this is the tileset definitions:
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Code: Select all

defineTile{
	name = "marble_floor",
	editorIcon = 192,
	color = {230,230,230,255},
	builder = "dungeon",
	floor = {
		"marble_floor", 1,
	},
	ceiling = {
		"marble_ceiling01", 1,
	},
	wall = {
		"marble_wall_palace01", 5,
		"marble_wall_palace01b", 1,
--	"marble_wall_palace02", 1,
	},
	pillar = {
		"marble_pillar", 1,
	},
}
defineTile{
	name = "marble_floor_palace",
	editorIcon = 192,
	color = {230,200,200,255},
	builder = "dungeon",
	floor = {
		"marble_floor_palace", 1,
	},
	ceiling = {
		"marble_ceiling02", 1,
	},
	wall = {
--		"marble_wall_palace01", 1,
	"marble_wall_palace02", 1,
	},
	pillar = {
		"marble_pillar", 1,
	},
}
and the ceilings definition:
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Code: Select all

defineObject{
	name = "marble_ceiling01",
	baseObject = "base_ceiling",
	components = {
		{
			class = "Model",
			model = "mod_assets/models/marble_ceiling01.fbx",
			staticShadow = true,
			offset = vec(0, 1, 0),
		},
		{
			class = "Occluder",
			model = "assets/models/env/dungeon_ceiling_1111_occluder.fbx",
		},
	},
	minimalSaveState = true,
}

defineObject{
	name = "marble_ceiling02",
	baseObject = "base_ceiling",
	components = {
		{
			class = "Model",
			model = "mod_assets/models/marble_ceiling02.fbx",
			staticShadow = true,
			offset = vec(0, 1, 0),
		},
		{
			class = "Occluder",
			model = "assets/models/env/dungeon_ceiling_1111_occluder.fbx",
		},
	},
	minimalSaveState = true,
}
I have use an offset to raise it to the wall height.

please can someone help?
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
minmay
Posts: 2790
Joined: Mon Sep 23, 2013 2:24 am

Re: custom wallset trouble

Post by minmay »

You forgot to add your offset to the occluder as well. Here is a fixed definition:

Code: Select all

    defineObject{
       name = "marble_ceiling01",
       baseObject = "base_ceiling",
       components = {
          {
             class = "Model",
             model = "mod_assets/models/marble_ceiling01.fbx",
             staticShadow = true,
             offset = vec(0, 1, 0),
          },
          {
             class = "Occluder",
             model = "assets/models/env/dungeon_ceiling_1111_occluder.fbx",
             offset = vec(0, 1, 0),
          },
       },
       minimalSaveState = true,
    }

    defineObject{
       name = "marble_ceiling02",
       baseObject = "base_ceiling",
       components = {
          {
             class = "Model",
             model = "mod_assets/models/marble_ceiling02.fbx",
             staticShadow = true,
             offset = vec(0, 1, 0),
          },
          {
             class = "Occluder",
             model = "assets/models/env/dungeon_ceiling_1111_occluder.fbx",
             offset = vec(0, 1, 0),
          },
       },
       minimalSaveState = true,
    }
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Grimfan
Posts: 369
Joined: Wed Jan 02, 2013 7:48 am

Re: custom wallset trouble

Post by Grimfan »

While I believe minmay has solved your issue bongobeat, I just want to say that your tileset looks sweet. I look forward to seeing whatever mod it's for. :)
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: custom wallset trouble

Post by bongobeat »

minmay wrote:You forgot to add your offset to the occluder as well. Here is a fixed definition:

Code: Select all

    defineObject{
       name = "marble_ceiling01",
       baseObject = "base_ceiling",
       components = {
          {
             class = "Model",
             model = "mod_assets/models/marble_ceiling01.fbx",
             staticShadow = true,
             offset = vec(0, 1, 0),
          },
          {
             class = "Occluder",
             model = "assets/models/env/dungeon_ceiling_1111_occluder.fbx",
             offset = vec(0, 1, 0),
          },
       },
       minimalSaveState = true,
    }

    defineObject{
       name = "marble_ceiling02",
       baseObject = "base_ceiling",
       components = {
          {
             class = "Model",
             model = "mod_assets/models/marble_ceiling02.fbx",
             staticShadow = true,
             offset = vec(0, 1, 0),
          },
          {
             class = "Occluder",
             model = "assets/models/env/dungeon_ceiling_1111_occluder.fbx",
             offset = vec(0, 1, 0),
          },
       },
       minimalSaveState = true,
    }
oh man! you re really good! :D
thank you
Grimfan wrote:While I believe minmay has solved your issue bongobeat, I just want to say that your tileset looks sweet. I look forward to seeing whatever mod it's for. :)
thank you :) . It is not yet integrated in a mod, it is just a try for some kind of imperial palace in my mod. It is going very big. But actually I have issue with exporting the mod at his actual size! Hope I will fix that :x
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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