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Is there a way to make a custom tile?

Posted: Wed Nov 05, 2014 6:50 pm
by MrChoke
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?

Posted: Wed Nov 05, 2014 8:25 pm
by Doridion
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

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?

Posted: Wed Nov 05, 2014 10:34 pm
by MrChoke
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?

Posted: Wed Nov 05, 2014 10:38 pm
by Doridion
MrChoke wrote:Hmmm, seems like all of the ones you listed made it to the scripting reference except defineTile. Ugh.
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.

Re: Is there a way to make a custom tile?

Posted: Wed Nov 05, 2014 11:38 pm
by Prozail
Well .. the definition looks something like
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
}
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... :mrgreen:

Re: Is there a way to make a custom tile?

Posted: Wed Nov 05, 2014 11:39 pm
by Isaac
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?

Posted: Wed Nov 05, 2014 11:42 pm
by MrChoke
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?

Posted: Wed Nov 05, 2014 11:44 pm
by Doridion
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 ((

Re: Is there a way to make a custom tile?

Posted: Wed Nov 05, 2014 11:50 pm
by Isaac
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.
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.

Re: Is there a way to make a custom tile?

Posted: Thu Nov 06, 2014 8:36 am
by petri
You can definitely add new tiles, I simply forgot to add it to the reference.