I'd like some help in creating my first map
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- Posts: 19
- Joined: Tue Oct 04, 2016 11:22 am
I'd like some help in creating my first map
Hi, I'm new. I'd like to create a custom dungeon, with many outdoor locations, and I'd like it to be divided in various zones without the day/night cycle: in some of them should always be daytime and in the others it should always be night.
I'd like to know how I can do it.
I would also like to make the night look in a similar way to the custom dungeon "Princes of the pale moon", is it possible using just the editor or it can be done only using custom assets?
Thanks in advance!
I'd like to know how I can do it.
I would also like to make the night look in a similar way to the custom dungeon "Princes of the pale moon", is it possible using just the editor or it can be done only using custom assets?
Thanks in advance!
- zimberzimber
- Posts: 432
- Joined: Fri Feb 08, 2013 8:06 pm
Re: I'd like some help in creating my first map
Hello and welcome!
For each zone having its own time, you could add a floor trigger object in front of every passage between areas. Attach it to a script entity and have it trigger a function that sets the day time to what you need. You can find the required function in the scripting reference.
If you want the day time remain the same, you could add a timer, tick the currentLevelOnly check box, and have it trigger a script with the same function stated earlier every few seconds.
I don't really know what the sky in the mod you mentioned looks like, but if it looks any different from the vanilla sky, you'll have to delve into asset definition.

For each zone having its own time, you could add a floor trigger object in front of every passage between areas. Attach it to a script entity and have it trigger a function that sets the day time to what you need. You can find the required function in the scripting reference.
If you want the day time remain the same, you could add a timer, tick the currentLevelOnly check box, and have it trigger a script with the same function stated earlier every few seconds.
I don't really know what the sky in the mod you mentioned looks like, but if it looks any different from the vanilla sky, you'll have to delve into asset definition.
Re: I'd like some help in creating my first map
Be sure to watch through Skuggs' editor tutorials too!
They cover a lot of ground, very useful and easy to watch
(Part 9 also covers how to manage some day/night cycle scripting)
viewtopic.php?f=22&t=7055
I can't help with sky issues (yet), however....
minmay has included a very detailed section about Sky in his info dump thread (end of 2nd post)
This section covers the basics + some peculiarities you may encounter - definitely a worth while read
viewtopic.php?f=22&t=13948
And as Zimber has said, the scripting reference is where to look in the first instance
They cover a lot of ground, very useful and easy to watch
(Part 9 also covers how to manage some day/night cycle scripting)
viewtopic.php?f=22&t=7055
I can't help with sky issues (yet), however....
minmay has included a very detailed section about Sky in his info dump thread (end of 2nd post)
This section covers the basics + some peculiarities you may encounter - definitely a worth while read
viewtopic.php?f=22&t=13948
And as Zimber has said, the scripting reference is where to look in the first instance

Labyrinth of Lies (viewtopic.php?f=14&t=4400)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
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- Posts: 19
- Joined: Tue Oct 04, 2016 11:22 am
Re: I'd like some help in creating my first map
Many thanks for the hints guys
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- Posts: 19
- Joined: Tue Oct 04, 2016 11:22 am
Re: I'd like some help in creating my first map
I am having some troubles in understanding how to properly make a script, I'm not very good with this kind of things.
I'm trying various things hoping to get into it eventually but I could use some help and examples.
I've already seen a topic in which there are various samples of codes but right now I was particularly interested in how the function WallTextComponent.OnDismissText works.
Let's say for example I want to turn off the light of a nearby torch (let's call it "torch1") when I stop reading a wall text (let's call it "text_joke1"), how should I write it to get it work?
Regarding the outdoor zones of my level, right now I am focusing in a dungeon zone because I found it too hard to find all the graphic elements (tiles and/or assets) that I need to properly display on the background tall mountains and huge castle walls... I can't find a way to display rocks taller than just 1 floor and I find only certain parts of the castle walls so that I can never get the structure complete and polished so I'll try it again later hoping that I can find what I need watching the video tutorials.
I'm trying various things hoping to get into it eventually but I could use some help and examples.
I've already seen a topic in which there are various samples of codes but right now I was particularly interested in how the function WallTextComponent.OnDismissText works.
Let's say for example I want to turn off the light of a nearby torch (let's call it "torch1") when I stop reading a wall text (let's call it "text_joke1"), how should I write it to get it work?
Regarding the outdoor zones of my level, right now I am focusing in a dungeon zone because I found it too hard to find all the graphic elements (tiles and/or assets) that I need to properly display on the background tall mountains and huge castle walls... I can't find a way to display rocks taller than just 1 floor and I find only certain parts of the castle walls so that I can never get the structure complete and polished so I'll try it again later hoping that I can find what I need watching the video tutorials.
Re: I'd like some help in creating my first map
A quick way is the following:Pink Dark Boy wrote:Let's say for example I want to turn off the light of a nearby torch (let's call it "torch1") when I stop reading a wall text (let's call it "text_joke1"), how should I write it to get it work?
Code: Select all
--In script_entity
text_joke14.walltext:addConnector("onDismissText", self.go.id, "extinguish" )
function extinguish()
torch1.particle:disable()
torch1.light:disable()
end
torch1.socket:addConnector("onInsertItem", self.go.id, "torchlight" )
function torchlight(self, item)
self.go.light:enable()
end
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- Posts: 19
- Joined: Tue Oct 04, 2016 11:22 am
Re: I'd like some help in creating my first map
Tried just now and it works great, thanks!
I also found a way to display a mountain in the background, you don't have a lot of options (I hope to find pre made custom assets that I like on the web, I'm not able to create such thinfgs myself), but I started a little outdoor zone which looks already better than my previous one.
Aside from that, I don't see any "Save as" option in the editor, do I have to manually copy the directories in Windows and rename them in order to make different copies of a dungeon to try different things? It will work that way and be recognized as two different maps within both the editor and the game or there could be problems?
I also found a way to display a mountain in the background, you don't have a lot of options (I hope to find pre made custom assets that I like on the web, I'm not able to create such thinfgs myself), but I started a little outdoor zone which looks already better than my previous one.
Aside from that, I don't see any "Save as" option in the editor, do I have to manually copy the directories in Windows and rename them in order to make different copies of a dungeon to try different things? It will work that way and be recognized as two different maps within both the editor and the game or there could be problems?
- zimberzimber
- Posts: 432
- Joined: Fri Feb 08, 2013 8:06 pm
Re: I'd like some help in creating my first map
You can look around the nexus for things people made. Germanny's Dungeon Master Resource for Grimrock has a lot of cool things. Also there are assets that aren't posted on the nexus (like lava and the fancy wardens) so look around the forum as well.Pink Dark Boy wrote:Tried just now and it works great, thanks!
I also found a way to display a mountain in the background, you don't have a lot of options (I hope to find pre made custom assets that I like on the web, I'm not able to create such thinfgs myself), but I started a little outdoor zone which looks already better than my previous one.
You'll have to copy it manually, and Grimrock will recognize them as two different mods. Just be sure to have them in two different folders.Aside from that, I don't see any "Save as" option in the editor, do I have to manually copy the directories in Windows and rename them in order to make different copies of a dungeon to try different things? It will work that way and be recognized as two different maps within both the editor and the game or there could be problems?
(One folder containing all the files for one mod, and another containing all the files for the other)
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- Posts: 19
- Joined: Tue Oct 04, 2016 11:22 am
Re: I'd like some help in creating my first map
I tried to place some enemies in a level, I want them to respawn everytime I enter a level but I haven't found any option to do so. I guess the easiest way is to make a script to spawn them at the beginning of the level instead of manually placing them, am I right?
Re: I'd like some help in creating my first map
Have you used the spawner object yet? You can set these to spawn any entity when activated. Timers and floor_triggers work with them, and spawners can have a cooldown period during which they don't spawn when activated.
If they should spawn every time the party enters a level, you could do that with triggers at the entrances of the map that either activate the spawners, or activate timers connected to them. This could spawn monsters anytime the party passed over the trigger, or on a schedule, but this alone would not consider any still living monsters that were spawned previously. [The level could get crowded]
For that a script should be employed that checks for left-over monsters before making new ones.
If they should spawn every time the party enters a level, you could do that with triggers at the entrances of the map that either activate the spawners, or activate timers connected to them. This could spawn monsters anytime the party passed over the trigger, or on a schedule, but this alone would not consider any still living monsters that were spawned previously. [The level could get crowded]
For that a script should be employed that checks for left-over monsters before making new ones.