Here are some sample scripts from my corrupt wallset(as in evil, not messed up):
Wall_sets.lua:
Code: Select all
defineWallSet{
name = "corrupt",
randomFloorFacing = true,
floors = {
"mod_assets/models/corrupt_floor_01.fbx", 5,
"mod_assets/models/corrupt_floor_02.fbx", 5,
"mod_assets/models/corrupt_floor_03.fbx", 5,
"mod_assets/models/corrupt_floor_04.fbx", 5,
"mod_assets/models/corrupt_floor_05.fbx", 5,
"mod_assets/models/corrupt_floor_06.fbx", 5,
"mod_assets/models/corrupt_floor_drainage.fbx", 1,
},
walls = {
"mod_assets/models/corrupt_wall_01.fbx", 50,
"mod_assets/models/corrupt_wall_drainage.fbx", 1,
},
pillars = {
"mod_assets/models/corrupt_pillar.fbx", 1,
},
ceilings = {
"mod_assets/models/corrupt_ceiling.fbx", 1,
},
ceilingShafts = {
"mod_assets/models/corrupt_ceiling_pit.fbx", 1,
},
floorDecorations = {
},
wallDecorations = {
"mod_assets/models/rustymetal_hooks_wall.fbx", 1,
"mod_assets/models/rustymetal_hooks_chain_wall.fbx", 1,
},
pillarDecorations = {
"mod_assets/models/rustymetal_hook_pillar.fbx", 1,
"mod_assets/models/rustymetal_hook_chain_pillar.fbx", 1,
"mod_assets/models/rustymetal_ring_pillar.fbx", 1,
},
}
And materials.lua:
Code: Select all
defineMaterial{
name = "corrupt_wall_01",
diffuseMap = "mod_assets/textures/brickwallcorrupt_stone_root_dif.tga",
specularMap = "assets/textures/env/brickwall_stone_root_spec.tga",
normalMap = "assets/textures/env/brickwall_stone_root_normal.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 15,
depthBias = 0,
}
This is pretty standard for how materials work. Just add another wall piece to the wallset list if you want more or remove for less.