[HELP]Multiple floors scripting

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
Post Reply
User avatar
hecktickxx
Posts: 20
Joined: Mon Apr 21, 2014 7:36 pm

[HELP]Multiple floors scripting

Post by hecktickxx »

Heyo, I am trying to get an understanding on multiple floors on one level, as I am trying build a church scene; so does anyone know what scripts I need to make a second floor?
Help is much appreciated :D
User avatar
Leki
Posts: 550
Joined: Wed Sep 12, 2012 3:49 pm

Re: [HELP]Multiple floors scripting

Post by Leki »

hecktickxx wrote:Heyo, I am trying to get an understanding on multiple floors on one level, as I am trying build a church scene; so does anyone know what scripts I need to make a second floor?
Help is much appreciated :D
You have to be more specific:
1) do you wanna two or more floor types on the floor? Yust make floor decoration model (e.g. retextured original floor model) - you ned new texture, material definition and decoration definition
2) do you wanna two or more levels to make 6 meters high "hall"? You need new pillar, walls and ceiling models.
I'm the Gate I'm the Key.
Dawn of Lore
User avatar
hecktickxx
Posts: 20
Joined: Mon Apr 21, 2014 7:36 pm

Re: [HELP]Multiple floors scripting

Post by hecktickxx »

I have started to begin on the actual assets thats needed, just need to start on the higher floor's models/textures, but I thought it will be best to try out the scripting side of things to see what my limits are.

http://postimg.org/image/avvussyz9/
http://postimg.org/image/lhjg31jhn/
User avatar
msyblade
Posts: 792
Joined: Fri Oct 12, 2012 4:40 am
Location: New Mexico, USA
Contact:

Re: [HELP]Multiple floors scripting

Post by msyblade »

If you are referring to the actual floor that you walk on (as opposed to "levels"), it's as easy as creating models and manually placing them in the editor (over the existing floor). In the wallset scripts, you can only set a "ratio" for how often different floor models appear, but not control where they are placed. It is random, dependent on the ratio (which is just a number at the end of the "floor.fbx" line in the wallset.lua. ie:

Code: Select all

floors = {
		"assets/models/env/temple_floor_01.fbx", 30,
		--"assets/models/env/temple_floor_drainage.fbx", 1,
	},
	
this will place a drain every 30 floor tiles.

If you encounter clipping problems, make a new wallset definition and refer the "floors" script to an invisible model (.fbx)before placing the new floors by hand. (Or simply adjusting the height of your model slightly may work.)

Hope this helps! (and hope I understood the question.)
Currently conspiring with many modders on the "Legends of the Northern Realms"project.

"You have been captured by a psychopathic diety who needs a new plaything to torture."
Hotel Hades
User avatar
hecktickxx
Posts: 20
Joined: Mon Apr 21, 2014 7:36 pm

Re: [HELP]Multiple floors scripting

Post by hecktickxx »

https://www.youtube.com/watch?v=sn_OpeyeTwo this is the idea I meant =b but thanks for the info I can use that for another time ;D
Oh plus this is from the ORRR2 project
User avatar
maneus
Posts: 246
Joined: Mon Jun 17, 2013 10:42 pm
Location: Switzerland

Re: [HELP]Multiple floors scripting

Post by maneus »

This is just an empty stair model going from the left to the right, so the player walk from the side into the stair model.
You can get this effect by placing a stair in your level and walk from the side against it.
User avatar
hecktickxx
Posts: 20
Joined: Mon Apr 21, 2014 7:36 pm

Re: [HELP]Multiple floors scripting

Post by hecktickxx »

Thanks for the tip, just tried it now with a empty space stairs, and I got a platform the right size and how I wanted it :)

Thanks for everyones help :D
User avatar
Isaac
Posts: 3192
Joined: Fri Mar 02, 2012 10:02 pm

Re: [HELP]Multiple floors scripting

Post by Isaac »

hecktickxx wrote:Thanks for the tip, just tried it now with a empty space stairs, and I got a platform the right size and how I wanted it :)

Thanks for everyones help :D
I use this in two parts of room 21 of the ORRR2. Those drop downward, but it works to move upward... The thing to realize is that it's an engine quirk... not really supported, and there are hard limits to how it can be exploited for a false floor. The most problematic being that the engine does NOT affect monsters with the effect; so they cannot conform to the floor height automatically.

*The only option I know of [to allow that] is to create height-shifted copies of the monster animation files, and use them with special case copies for those floors.

Or script a careful swap of them and their upper & lower floor versions when they attempt to move onto a raised or lowered level... and if you use stairs.... that means creating a staircase animation to transition them ~and scripting its use in between the monster swapping. Nightmarish work. In ORRR2, I had default Shrak-Tors working in the floor, but combat was awkward; and there was not enough room to add a height-shifted copy of one.
Post Reply