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Ceiling deleteing itself
Posted: Wed Nov 05, 2014 2:39 am
by Emera Nova
So when you place in a fake ceiling item it seems to delete any existing ceiling above it, to which I tried to fix it by putting in another fake ceiling above the already existing fake ceiling. This causes 1 of 2 things to happen.
1. The first fake ceiling ends up being destroyed.
or
2. The editor completely crashes.
Anyone know why this is happening, and if there is a way to fix it? At the moment I just have the start of my tunnel without a fake ceiling so that the real ceiling above it doesn't break and cause a black spot in my map.
*Edited in hopes to make more sense xD, was in a public space listening to people argue the first time around.
Re: Ceiling deleteing itself
Posted: Wed Nov 05, 2014 3:06 am
by NutJob
Emera Nova wrote:I'm working on a tunnel where I place one ceiling item in to give the roof of the and then the one above it which is a set roof disappears.
Any chance of a full restructuring of this statement from the ground up? (pun intended)
Re: Ceiling deleteing itself
Posted: Wed Nov 05, 2014 7:54 am
by Jackard
The same problem I ran into, Nutjob, sheesh. You even replied!
Jackard wrote:NutJob wrote:Jackard wrote:Why can I not use two ceilings on the same tile at different elevations? This includes both terrain and object ceilings - only one will show up ingame.
Because you can't see through the first?
Now see, this is two ceilings on the same tile at two different elevations, so overlapping is more difficult:

Elevation 2

Elevation 0
Jackard wrote:i have added some pictures
I've had to go with a temporary solution of no Ele-0 ceiling and an Ele-2 bridge instead, but this issue keeps coming up as I build, so if anyone has a real solution I would appreciate it.

Elevation 2

Elevation 0
Re: Ceiling deleteing itself
Posted: Wed Nov 05, 2014 10:08 am
by antti
Emera Nova wrote:So when you place in a fake ceiling item it seems to delete any existing ceiling above it, to which I tried to fix it by putting in another fake ceiling above the already existing fake ceiling. This causes 1 of 2 things to happen.
1. The first fake ceiling ends up being destroyed.
or
2. The editor completely crashes.
Anyone know why this is happening, and if there is a way to fix it? At the moment I just have the start of my tunnel without a fake ceiling so that the real ceiling above it doesn't break and cause a black spot in my map.
*Edited in hopes to make more sense xD, was in a public space listening to people argue the first time around.
This happens because the ceiling objects are defined to automatically replace other ceilings (just like an alcove object will replace the wall object). The original assets have simply not been made for cases like these so you probably can work around the issue by defining your own ceilings for these special cases. Here's an untested object definition that you could try out:
Code: Select all
defineObject{
name = "dungeon_ceiling_overlap",
baseObject = "dungeon_ceiling",
replacesCeiling = false,
}
Re: Ceiling deleteing itself
Posted: Wed Nov 05, 2014 3:41 pm
by NutJob
Jackard wrote:The same problem I ran into, Nutjob, sheesh. You even replied!
See, what
seems to be a harsh initial reply, has got the reworked question two
helpful responses.
Re: Ceiling deleteing itself
Posted: Thu Nov 06, 2014 6:32 am
by Jackard
antti wrote:Code: Select all
defineObject{
name = "dungeon_ceiling_overlap",
baseObject = "dungeon_ceiling",
replacesCeiling = false,
}
What do I need to watch/read to use this?
Re: Ceiling deleteing itself
Posted: Thu Nov 06, 2014 12:09 pm
by antti
Jackard wrote:antti wrote:Code: Select all
defineObject{
name = "dungeon_ceiling_overlap",
baseObject = "dungeon_ceiling",
replacesCeiling = false,
}
What do I need to watch/read to use this?
You can add this definition to your objects.lua (for example). You can find the file in your mod's "mod_assets\scripts\" folder.
Re: Ceiling deleteing itself
Posted: Thu Nov 06, 2014 5:31 pm
by Emera Nova
Thanks for the feedback on my question guys, for the code below if I wanted to switch it from a Dungeon Ceiling to a Castle's Ceiling would I just need to change the base Object to a Castle Ceiling or is it called something other than castle_ceiling?
Original
defineObject{
name = "dungeon_ceiling_overlap",
baseObject = "dungeon_ceiling",
replacesCeiling = false,
}
Replacement
defineObject{
name = "castle_ceiling_overlap",
baseObject = "castle_ceiling",
replacesCeiling = false,
}
Re: Ceiling deleteing itself
Posted: Fri Nov 07, 2014 12:11 am
by Jackard
antti wrote:You can add this definition to your objects.lua (for example). You can find the file in your mod's "mod_assets\scripts\" folder.
Thanks very much, works great!
Re: Ceiling deleteing itself
Posted: Fri Nov 07, 2014 11:30 pm
by Jackard
antti wrote:This happens because the ceiling objects are defined to automatically replace other ceilings (just like an alcove object will replace the wall object). The original assets have simply not been made for cases like these so you probably can work around the issue by defining your own ceilings for these special cases. Here's an untested object definition that you could try out:
Code: Select all
defineObject{
name = "dungeon_ceiling_overlap",
baseObject = "dungeon_ceiling",
replacesCeiling = false,
}
Oh my god I have discovered something amazing
Code: Select all
defineObject{
name = "remove_ceiling",
baseObject = "invisible_platform",
replacesCeiling = true,
}
No need for wall objects everywhere in Meskia!
Jackard wrote:
