There is a limit to how big your mod can be ~and be hosted on Steam. I'm not sure what the limit on texture size is, but it's likely big enough not to bother.
A tile set is a collection of defined 3d models, and their associated 2d textures. Depending on how they are designed, the models can share some or all of the textures.
To define a tile set is easy; to
make a tile set is rather a lot of work.
Here is the definition for the basic Dungeon Floor:
Code: Select all
defineTile{
name = "dungeon_floor",
editorIcon = 192,
color = {150,150,150,255},
builder = "dungeon",
floor = {
"dungeon_floor_dirt_01", 1,
},
ceiling = {
"dungeon_ceiling", 1,
},
wall = {
"dungeon_wall_01", 35,
"dungeon_wall_02", 35,
"dungeon_wall_drain", 2,
},
pillar = {
"dungeon_pillar", 1,
},
ceilingEdgeVariations = true,
ceilingShaft = "dungeon_ceiling_shaft",
}
It contains collections of 3d Models ~each one has their own separate object definition.
Code: Select all
defineObject{
name = "dungeon_floor_01",
baseObject = "base_floor",
components = {
{
class = "Model",
model = "assets/models/env/dungeon_floor_01.fbx",
staticShadow = true,
},
{
class = "Occluder",
model = "assets/models/env/dungeon_floor_01_occluder.fbx",
},
},
minimalSaveState = true,
}
The occluder model is [my guess

], a very simple shape that can enclose the detailed model shown in the game; it's used for collision checks. It would have no faces of its own, and no texture...[afaik].
To make an original tile set, one must be comfortable using 3D modeling software, [max/maya/blender/modo/sculptris?]... anything that can export common formats; like OBJ (or FBX). Then... design each model as you like it, and use John Wordsworth's Grimrock Model Toolkit to convert OBJ models into grimrock models suitable for the game. Define each in the mod, and test/modify it to ensure that it fits well, and is at the correct scale. When you have defined the six models listed above in the dungeon floor definition, you have enough to define your own ~original~ dungeon floor tile.