defining a proper automap tile

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

defining a proper automap tile

Post by bongobeat »

Hello,

I wonder if someone know how to, or have an example on how is defined an automapTile: e.g. the chasm automapTile.
Is there some definition somewhere in the asset pack? I didn't found one.

I want to make a new automap tile, at the moment I've something with a tile that use a custom floor without model, with a mapGraphic, that show a lava ground, but when I place a bridge over the tile, the bridge is not seen on the map.

Here's what can be seen:
SpoilerShow
Image
Any idea on how to do that?

here is the tile definition:
the tile use a foor, that don't have a model, but a MapGraphic.

Code: Select all

defineTile{
	name = "drakeland_lava_floor",
	editorIcon = 192,
	color = {255,40,40,255},
	builder = "dungeon",
	wall = {
		"mine_elevation_edge", 1,
	},
	floor = {
		"lava_floor", 1,
	},
--	automapTile = "chasm",
}

Code: Select all

defineObject{
	name = "lava_floor",
	baseObject = "base_floor",
	components = {
		{
			class = "MapGraphics",
			image = "mod_assets/grotto/lava_tile.tga",
		},
	},
	minimalSaveState = true,
}
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
User avatar
Eleven Warrior
Posts: 752
Joined: Thu Apr 18, 2013 2:32 pm
Location: Australia

Re: defining a proper automap tile

Post by Eleven Warrior »

Yes I need to do this as well with some new floor and other objects.
minmay
Posts: 2790
Joined: Mon Sep 23, 2013 2:24 am

Re: defining a proper automap tile

Post by minmay »

There's no way to make new automapTiles or automapIcons, and I don't think there's any feasible way to guarantee the order in which MapGraphicsComponents draw. Furthermore, MapGraphicsComponents always seem to draw after automapIcons, which in turn always draw after automapTiles (obviously).
Implementing a custom automap is sounding more and more appealing...
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User avatar
Eleven Warrior
Posts: 752
Joined: Thu Apr 18, 2013 2:32 pm
Location: Australia

Re: defining a proper automap tile

Post by Eleven Warrior »

Hi Min. When you say appealing are you doing this with your mod? Ok I'm using the railroad tracks from the mine set and it would be nice if on the map it showed rail tracks ,but oh well a damm shame not to. Thxs for your reply though :)
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