automap tile

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AndakRainor
Posts: 674
Joined: Thu Nov 20, 2014 5:18 pm

Re: automap tile

Post by AndakRainor »

Have you tried to use Map:setAutomapTile(number, number, number) on the entire map to put walls or whatever on everything?
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zimberzimber
Posts: 432
Joined: Fri Feb 08, 2013 8:06 pm

Re: automap tile

Post by zimberzimber »

kelly1111 wrote:Really wish there was a way to disable the automap. I have my dungeon designed in a way that it uses stairs on the same editor level that connect to eachother, creating the illusion of depth (but saving levels in the editor) ... and the autmap completly destroys the inmersion.
Instead of disabling it, you can make sure it just doesn't display anything by adding a map graphic that covers the entire map
My asset pack [v1.10]
Features a bit of everything! :D
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: automap tile

Post by bongobeat »

zimberzimber wrote:Bongobeat - You can mimic it by creating empty objects that only have a map graphics for each possible tile, and placing them manually
that's what I've already tryed, but that looks ugly on the map.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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zimberzimber
Posts: 432
Joined: Fri Feb 08, 2013 8:06 pm

Re: automap tile

Post by zimberzimber »

Screenshot?
My asset pack [v1.10]
Features a bit of everything! :D
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: automap tile

Post by bongobeat »

zimberzimber wrote:Screenshot?
I don't have that anymore, I've tested it a few months ago, and I didn't keep that "stuff"
My asset pack: viewtopic.php?f=22&t=9320

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