Increasing amount of deco objects for wall sets

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Phitt
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Increasing amount of deco objects for wall sets

Post by Phitt »

Is it possible to increase the overall amount of decoration objects (deco for floor, walls, pillars) placed in the wall_sets.lua? I know how to adjust their relative chance to appear (eg deco 1 will be placed 10x as often as deco 2), but the editor will only ever place one deco object per ~20 walls. I would like to have a lot more deco objects on the walls and floor like 1 out of 3 walls without deco only. Is that possible or not? Would really be quite a problem for me if it was not possible.

I know I can place the deco manually, but that would be a lot of unneeded work for each dungeon level for me and anyone else making a dungeon with my tileset.

EDIT: One other question. If the editor places a certain model randomly (for example a grate) and if I want to get rid of it, how do I do that? I tried to delete the tunnel and add a new one, but it always places the same type of model on the same spot. Is defining a new object and placing it manually over the unwanted model the only way?
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Montis
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Re: Increasing amount of deco objects for wall sets

Post by Montis »

http://www.grimrock.net/modding/asset-d ... reference/
Almost at the bottom there are the definitions for wallsets.

Code: Select all

walls = {
	"mod_assets/wallmodels/my_wall.fbx", 3,
	"mod_assets/wallmodels/my_wall_grating.fbx", 1,
}
If I understood this correctly, this would mean that statistically in 3 of 4 cases it would use my_wall and in 1 out of 4 cases there would be a wall with a grating. If you want to get rid of the grating, just delete the line (you need to define a new wallset if you want a regular dungeon wallset without gratings).

For a super-bland non-descript wallset you could use this for example:
SpoilerShow

Code: Select all

defineWallSet{
	name = "temple_bland",
	randomFloorFacing = false,

	floors = {
		"assets/models/env/temple_floor_01.fbx", 1,
	},

	walls = {
		"assets/models/env/temple_wall_01.fbx", 1,
	},

	pillars = {
		"assets/models/env/temple_pillar.fbx", 1,
	},

	ceilings = {
		"assets/models/env/temple_ceiling.fbx", 1,
	},

	ceilingShafts = {
		"assets/models/env/temple_ceiling_pit.fbx", 1,
	},

	floorDecorations = {
	},

	wallDecorations = {
	},

	pillarDecorations = {
	},
}
Then if you want to re-add gratings at certain points you could define new objects that replace the walls / floors /ceilings and place them where you want them. Most of those should already exist though :)
Last edited by Montis on Sun Oct 07, 2012 7:40 pm, edited 1 time in total.
When destiny calls, the chosen have no choice.

My completed dungeon (LoG1): Hypercube
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Phitt
Posts: 442
Joined: Tue Aug 14, 2012 9:43 am

Re: Increasing amount of deco objects for wall sets

Post by Phitt »

Montis wrote:http://www.grimrock.net/modding/asset-d ... reference/
Almost at the bottom there are the definitions for wallsets.

Code: Select all

walls = {
	"mod_assets/wallmodels/my_wall.fbx", 3,
	"mod_assets/wallmodels/my_wall_grating.fbx", 1,
}
If I understood this correctly, this would mean that statistically in 3 of 4 cases it would use my_wall and in 1 out of 4 cases there would be a wall with a grating. If you want to get rid of the grating, just delete the line (you need to define a new wallset if you want a regular dungeon wallset without gratings).
I know the definitions, but I don't want to get rid of models entirely. If I want gratings (which are just an example) randomly, but not in a specific place, how would I go about it? Is the only way to define a regular floor tile as decoration object, set 'replaces floor' to true and place it manually?
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Montis
Posts: 340
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Location: Grimrock II 2nd playthrough (hard/oldschool)

Re: Increasing amount of deco objects for wall sets

Post by Montis »

Phitt wrote:
Montis wrote:http://www.grimrock.net/modding/asset-d ... reference/
Almost at the bottom there are the definitions for wallsets.

Code: Select all

walls = {
	"mod_assets/wallmodels/my_wall.fbx", 3,
	"mod_assets/wallmodels/my_wall_grating.fbx", 1,
}
If I understood this correctly, this would mean that statistically in 3 of 4 cases it would use my_wall and in 1 out of 4 cases there would be a wall with a grating. If you want to get rid of the grating, just delete the line (you need to define a new wallset if you want a regular dungeon wallset without gratings).
I know the definitions, but I don't want to get rid of models entirely. If I want gratings (which are just an example) randomly, but not in a specific place, how would I go about it? Is the only way to define a regular floor tile as decoration object, set 'replaces floor' to true and place it manually?
I think the random decorations are based on a seed from the dungeon layout. So if you have a randomly appearing grating or wall hooks and you add an empty square somwhere (even on the complete opposite of the map) it will disappear / move.
When destiny calls, the chosen have no choice.

My completed dungeon (LoG1): Hypercube
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Komag
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Re: Increasing amount of deco objects for wall sets

Post by Komag »

There is no way to manually get rid of a specific instance of something. The only thing you can try is to adjust something somewhere and see how everything then gets readjusted, but it might mess something up far away. The only way to be absolutely sure is to completely turn them off and then place them all manually.

I've decided to turn off floor drainages, but I still let the hooks/chains/wall-drains/etc be random. Then I place floor drainages manually.

The devs turned off the random ivy/dirt/root items because they were messing up stairwells, so we have to place ALL of those manually, unless you add them back in to the random floor set (but then you'll get the stair problems again).
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Lmaoboat
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Re: Increasing amount of deco objects for wall sets

Post by Lmaoboat »

I think placing a desired decoration object with "replace walls" set to true should get rid of anything you don't want.
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Komag
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Re: Increasing amount of deco objects for wall sets

Post by Komag »

where is the "replace walls" you're referring to?
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Lmaoboat
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Re: Increasing amount of deco objects for wall sets

Post by Lmaoboat »

A decoration with the standard wall model and "replacesWall = true" should work, haven't really tested it though. There's also replacesFloor.
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Komag
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Re: Increasing amount of deco objects for wall sets

Post by Komag »

so you're talking about defining such a decoration object? I haven't tried that approach, it sounds promising
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Phitt
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Re: Increasing amount of deco objects for wall sets

Post by Phitt »

Yup, that's what I was talking about (defining a standard wall/floor/pillar as deco object and replacing any unwanted deco with it). I didn't try it yet, but I think it should work. A bit cumbersome, but if it's the only way it should do.

Too bad about the deco objects, but in the end after playing around a bit with the editor it's not that much work to place deco objects manually.

Thanks for the answers!
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