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defining a proper automap tile

Posted: Wed Jan 13, 2016 8:19 pm
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,
}

Re: defining a proper automap tile

Posted: Mon Apr 18, 2016 8:06 am
by Eleven Warrior
Yes I need to do this as well with some new floor and other objects.

Re: defining a proper automap tile

Posted: Mon Apr 18, 2016 8:12 am
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...

Re: defining a proper automap tile

Posted: Mon Apr 18, 2016 8:26 am
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 :)