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Creating a tile
Posted: Thu Mar 19, 2015 9:54 pm
by RayB
You can draw or remove floor tiles or squares in the dungeon using the dungeon editor tool accessed with the #3 key. Is there any to do this using a dungeon script to add or remove floor tiles on the fly?
Re: Creating a tile
Posted: Thu Mar 19, 2015 10:38 pm
by minmay
Tiles and the heightmap are immutable as far as I know. Of course you can fill a level with empty tiles and dynamically spawn and destroy floor/wall/ceiling/obstacle objects as needed, but you won't be able to change move sound, heightmap material, or underwater.
Re: Creating a tile
Posted: Fri Mar 20, 2015 4:42 pm
by RayB
Once again, thanks for the info. You saved me from wasting a lot of time.
Re: Creating a tile
Posted: Fri Mar 20, 2015 8:49 pm
by Isaac
minmay wrote:Tiles and the heightmap are immutable as far as I know. Of course you can fill a level with empty tiles and dynamically spawn and destroy floor/wall/ceiling/obstacle objects as needed, but you won't be able to change move sound, heightmap material, or underwater.
For the sound, you [effectively] can with a party hook. Just have it check for a custom (silent) tile, and/or the location and play the desired sound effect.
RayB wrote:Is there any to do this using a dungeon script to add or remove floor tiles on the fly?
You could use a void tile, and use tables to spawn/or destroy sets of assets to it.
It's kind of involved though.
**And yes, I just noticed this is in the Grimrock forum, not Grimrock 2. So not the void tile I was thinking about.
Re: Creating a tile
Posted: Fri Mar 20, 2015 9:45 pm
by minmay
Isaac wrote:minmay wrote:Tiles and the heightmap are immutable as far as I know. Of course you can fill a level with empty tiles and dynamically spawn and destroy floor/wall/ceiling/obstacle objects as needed, but you won't be able to change move sound, heightmap material, or underwater.
For the sound, you [effectively] can with a party hook. Just have it check for a custom (silent) tile, and/or the location and play the desired sound effect.
Well yeah, I figured that was obvious. Similarly, you should also be able to change the heightmap's textures in 2.2.4 with MaterialEx:setTexture(). There's no way you can reasonably imitate dynamic water tiles though.
Isaac wrote:**And yes, I just noticed this is in the Grimrock forum, not Grimrock 2. So not the void tile.
I assumed it was just posted in the wrong subforum due to the topic title but upon re-reading you may be right. You can imitate wall/floor to some extent in Grimrock 1 by dynamically spawning and destroying models and obstacles, too, but
this a terrible idea at a large scale because Grimrock 1 uses level geometry for occlusion; you will end up rendering the entire level at once. Also you can't stop the player from throwing items at the fake walls.