BanalityDUFF wrote:up near the 'snap angle' is a little light bulb. whack that and you see in-game lighting (at a projected point that you move around to see all the lights).
as for size, make your level a 'single_boss_room' or whatever it is, so that way it's not restricted by the yellow zoning when it comes to level play. I don't really recommend this method (i prefer creating a number of chunks that link together and restricting my use of boss_rooms for bosses) but it might be what you need. and with a number of chunks you can create a custom layout (in the rules) so it always appears like you want it to.
i don't know how much your level extends out from the shot you've posted but it doesn't look so big that it should be causing any hassle for the game.
just looking at your filepath, if you want it to work in-game correctly you need to modify it (how are you currently accessing it in-game? portal?).
a filepath like, media/layouts/crypt/1x1single_room_boss/1x1_boss_AP_A.layout would be more appropriate, or media/layouts/*customdungeon*/1x1single_boss_room/1x1_boss_AP_A.layout.
it's looking good!
AelxProter wrote:Thanks, that helps a bunch. Do we have any methods for disabling shadows from going through bridges to the ground below? Can that be done through the logic menu? Can the same be done to prevent lighting from going through floors?
Volbard wrote:AelxProter wrote:Thanks, that helps a bunch. Do we have any methods for disabling shadows from going through bridges to the ground below? Can that be done through the logic menu? Can the same be done to prevent lighting from going through floors?
There are floor tiles in the No Shadows category for that, use them in any area where the player can't go and shadows won't show up on them. Lighting always projects infinitely up and down, it's just how our system works. You have to be careful not to put lights near big vertical surfaces, because they can look stripey. |^)
Volbard wrote:Use CTRL-k to double check every once in a while.
Omnifas wrote:Working on a City
The City of Ember, was originally a Mining Settlement like Torchlight(as seen on the Right Side); a city was built on the ruins. [...]
Omnifas wrote:Near Complete with my first half of a cliffside, don't want to make it too big since that would raise load times thru the roof.
gorogorosama, for something that is "a pain compared to the crypt", you did great with it
Edit, The green decals look better in-game, but Im thinking of changing them, replace the center with one of the green floor tiles from ST then covering the edges with it.
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