[Tutorial] Start your map through a portal - The better way

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[Tutorial] Start your map through a portal - The better way

Postby Asto » Fri Nov 13, 2009 8:28 pm

*UPDATE: Watch this Tutorial including the creation of a portal and layout as video: viewtopic.php?f=28&t=7153&start=0*

*updated*

Hey Folks :)

Want to enter your dungeon with you own portal in town?

This is the „right“ way to create a custom map, connected with a portal. There are some ways around here about adding a few lines to the rules-file, but the data is always too specific.

But the other threads may help with other problems, so here are the links:

Here you'll learn how to help TorchEd completing its mission ;)

  1. First of all create your dungeon layout and a portal. You may be interested in the official tutorial located in \TorchED\DocsToolsAndTutorials\DungeonCreation\
    Note: I'll create the "right" dungeon and rules files in this tutorial!

    In this tutorial I'm using the Crypt palatte (so my Dungeon Layout is located \media\layouts\crypt\mymod\mymod.layout).
    i don't know if it's important or necessary to use a special group (you don't have to use only the objects of one palette) - i've chosen the crypt group because my level looked like the other crypt ones ;)

      At this point my Mod-Directory looks like this:
        MyMod\mod.dat
        MyMod\media\layouts\crypt\mymod\mymod.layout(My Dungeon Layout)
        MyMod\media\layouts\town\1X1SINGLE_ROOM\Merge\MyTownPortal\myportal.layout(The Portal)

      During this tutorial we are (or better TorchEd is) going to create:
        MyMod\media\dungeons\mymod.dat (The Dungeons File)
        MyMod\media\layouts\crypt\mymod_rules.dat (The Rule Set)

  2. Let's start: Open your dungeon layout and open the Dungeons Tool
    → Data Editors → Dungeons

    Create a new entry for your dungeon by clicking on the green + symbol.

    Image

    Name the file and save it (don't change the path – it has to be located in \media\dungeons\).

    Now you have to fill in a dungeonname. Use lowercase letters and no special characters. You have to use this name in the portals Warper-Properties as Dungeon Name!

    Enter also a Display Name and as Parent Dungeon fill in the word Town.
    After this, add at least one Strata (one for every dungeon level).

    Image

  3. Switch to the Rule Sets tab and create a new rule (don't clone) by clicking the green +.
    On the left, select the fitting entry – in my case it was [...]/crypt and as a filename enter for example “your dungeonname”_rules and TorchEd will save it there: \media\layouts\crypt\

    Image

    Okay now select your new Rule Set and fill in a Name (I used the dungeonname again) and a Display Name. Select a skybox of your choice (media/skyboxes/crypt/crypt_sky.mesh for example) and uncheck the Randomized and Requiere Exit Boxes and set the Camera Dist to 1.

    Note: of course you can also change other options in the rule set (like adding music), i only mentioned the important ones

    Image

  4. Select the ChunkTypes Tab and click on the left Modify button below the first empty box. Now add an entry, I took the 1X1SINGLE_ROOM and click Ok to close this window again. Select the entry in the left box (1X1SINGLE_ROOM for example) and open the pull-down-menu in the middle. Select your folder that includes your dungeon layout. As mentioned above my layout is located in \media\layouts\crypt\modname\dungeoname.dat so I had to select MODNAME as folder.
    After this step, click on the right Modify button and add your listed dungeon layout.

    Max Appearance has to be 1, if there is only one strata in your dungeon - i'm not sure what this option does or when you have to increase it, but with only one strata and a value of 10 here, the portal leads me to another level o_O - i guess it has to be the number of ChunkTypes or the number of layouts per ChunkType. All in all, set it on 1 ;)

    Image

    Note: The last steps created some TorchEd error exceptions so I had to restart the DungeonEditor Tool after adding the ChunkType 1X1SINGLE_ROOM on the left, but after the restart (don't forget to save your Rule and Dungeon Set!) it worked.

  5. Before continuing, switch back to the Dungeon Tab and select your created file and there select your Strata. On the right side add as Rule Set your new created Rule Set from the list. So you can't forget this step! :)
    Turn back to your Rule Set and continue:

  6. Now select the Layout Tab of you Rule Set and right-click in the middle of the grid and select your ChunkType (in my case 1X1SINGLE_ROOM). This is the point TorchED often fails.
    As you will see, TorchEd can't save this step. Try selecting another rule after saving yours and select your Rule Set again. Is the Layout saved, congrats – your portal should work now :)
    But in my case and the cases a lot of other users here, TorchEd didn't save the Layout.
    So don't start copying some code into your Rule Set file like it's mentioned in some other threads because it's code that doesn't suit to your project. Help TorchEd to help itself.

  7. Open your file-browser / windows explorer and locate your Rule Set file (in my case: \media\layouts\crypt\dungeonname_rules.dat). Open this file with a simple text-editor of your choice (Windows Notepad oder Notepad++ for example).
    Add the following two lines BEFORE the last line [/LEVEL]:
    Code: Select all
    [LAYOUT]
    [/LAYOUT]

    Image

  8. Save and exit your editor. Now return to the Dungeons Tool of TorchEd (reopen if it was opened) and select your Rule Set again. Switch over to the Layout Tab and now right-click in the middle of that grid again and select your Chunk Type (in my case 1X1SINGLE_ROOM). Save and now it should be saved forever. ;)

    Image

    Try selecting some other rules and switch back to your rule, it should be saved now, otherwise you made a mistake editing the file. In this case delete your Rule Set and start again with a fresh one :)

  9. Now everything should work. Save all your data and start Torchlight. Create a new character and in the town, search for your portal, click on it et voila, your dungeon!
    Note: You may delete every file ending *.adm or *.cmp in your Mod-Folder and it's subdirs - that are some type of cache files and sometimes Torchlight didn't refresh some data while these files existed

kind regards
Asto

[Note: maybe i'll create a video tutorial about this including the portal and map creation - but i need a better screen capture tool ^^]

PS: Found a grammar mistake? The English language isn't my native one. So feel free to contact me via PM about mistakes. ty :)
Last edited by Asto on Sun Nov 15, 2009 10:48 pm, edited 11 times in total.
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Re: [Tutorial] Start your map through a portal - The better way

Postby FireMind » Fri Nov 13, 2009 9:42 pm

Just followed your tutorial and entering Torchlight.

Theres a few things you might want to make more clear:
a picture of the file structure inside your mod folder

how do you know you use crypt else maybe cave?

you said "Okay now select your new Rule Set and fill in a Name (I used the dungeonname again) and a Display Name. Select a skybox of your choice (media/skyboxes/crypt/crypt_sky.mesh for example) and uncheck the Randomized and Requiere Exit Boxes and set the Camera Dist to 1." but the picture sais to add a few other details.
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Re: [Tutorial] Start your map through a portal - The better way

Postby Asto » Fri Nov 13, 2009 10:14 pm

FireMind wrote:Theres a few things you might want to make more clear:
a picture of the file structure inside your mod folder

how do you know you use crypt else maybe cave?

you said "Okay now select your new Rule Set and fill in a Name (I used the dungeonname again) and a Display Name. Select a skybox of your choice (media/skyboxes/crypt/crypt_sky.mesh for example) and uncheck the Randomized and Requiere Exit Boxes and set the Camera Dist to 1." but the picture sais to add a few other details.


ty for your feedback

1) the structure of my folders is listed in my post at the beginning
    At this point my Test-Mod-Files look like this:

    \media\layouts\crypt\*dungeonname*\*dungenname*_A.dat
    \media\layouts\town\1X1SINGLE_ROOM\Merge\MyTownPortal\myportal.dat


    During this tutorial there will follow:

    \media\dungeons\*dungenname*.dat
    \media\layouts\crypt\*dungeonname*_rules.dat

    that's everything ^^

2) i don't know if it's important or necessary to use a special group (you don't have to use only the objects of one palette) - i've chosen the crypt group because my level looked like the other crypt ones ;)

3) hmm you're right, maybe i'll create a new picture, or change the point in my first post, of course you can also change other options in the rule set, i only mentioned the important ones
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Re: [Tutorial] Start your map through a portal - The better way

Postby evilsnatcher » Sat Nov 14, 2009 1:37 am

In this tutorial I'm using the Crypt palatte (my Dungeon Layout is located \media\layouts\crypt\modname\dungeonname.dat).

At this point my Test-Mod-Files look like this:
\media\layouts\crypt\*dungeonname*\*dungenname*_A.dat
\media\layouts\town\1X1SINGLE_ROOM\Merge\MyTownPortal\myportal.dat
During this tutorial there will follow:
\media\dungeons\*dungenname*.dat
\media\layouts\crypt\*dungeonname*_rules.dat


This is VERY unclear. Test-Mod-Files? How did you end up with dungeonname_A.dat?
"During this tutorial there will follow" ? What does that mean? This is really weird.
Eventually I am stuck in the part where you need to add Inclusive Chunks, I don't have any file that ends with _A to select

Anyways when I start the town, the portal just shows up, cant click it at all
what am i doing wrong?
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Re: [Tutorial] Start your map through a portal - The better way

Postby Weston » Sat Nov 14, 2009 2:11 am

After struggling with trying to get my first arena playable in the game your instructions finally allowed me to do so. At first it kept crashing then I noticed a bit of wording you wrote about keeping the name in lowercase (mine was all Uppercase) and about putting the layout /layout manually into the rule file (that seems strange that we have to do it manually, but if we do we do.

Thanks much for the instructions.
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Re: [Tutorial] Start your map through a portal - The better way

Postby evilsnatcher » Sat Nov 14, 2009 2:35 am

hey man can you please tell me how you got the portal to be even clickable? cant even click it :(
edit: nm got it to be clickable but now it just crashes
bleh

EDIT : YAY IT WORKS
Apparently if you clone the rules of the crypt for example, all you have to do is just set the LAYOUTS like you said in the tutorial, after that you can add any thing in the Layout tab in the rules section, in the middle of all the squares. If it saves, it will work.
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Re: [Tutorial] Start your map through a portal - The better way

Postby aholman » Sat Nov 14, 2009 3:53 am

Will this make my variations work that I made in my laylout:)?
*edit* If someone who made this work could try add a variation of somekind to the layout and see if it works, I can't seem to get it to work. Keep spawning all variations, it works in the TorchEd.

*edit* To be safe I redid my rulesets etc following your tutorial(I know how to make everything by head wei...) So It's no problem to get it working. The problem is still my variations.
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Re: [Tutorial] Start your map through a portal - The better way

Postby Asto » Sat Nov 14, 2009 5:40 am

what type of "variation" are you talking about? an own dungeon layout?

Weston wrote:and about putting the layout /layout manually into the rule file (that seems strange that we have to do it manually, but if we do we do.

i think it's a bug :)

This is VERY unclear. Test-Mod-Files? How did you end up with dungeonname_A.dat?
"During this tutorial there will follow" ? What does that mean? This is really weird.
Eventually I am stuck in the part where you need to add Inclusive Chunks, I don't have any file that ends with _A to select


Okay i'm going to change the passages a little bit, thank you for your feedback - some quick answers:
*dungeonname*_A.dat is the name of my dungeon layout

*dungeonname* is a placeholder for the name of my dungeon - the _A isn't a must-have
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Re: [Tutorial] Start your map through a portal - The better way

Postby aholman » Sat Nov 14, 2009 5:49 am

Asto wrote:what type of "variation" are you talking about? an own dungeon layout?

Well from the Youtube tutorial I followed his variation thing. So I guess what I'm talking about is "child randomization" I have it put to WEIGHT(so that only on "child" can spawn at the time). In the TorchEd it works. Ingame it seems to use child randomization set to ALL. Very weird
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Re: [Tutorial] Start your map through a portal - The better way

Postby Asto » Sat Nov 14, 2009 6:09 am

Oh okay this guide isn't for randomized layouts :)

For that type of dungeon, don't uncheck the "Randomized" box on the Rule-Set -> Data Tab

I'm not sure how the ChunkTypes and Layouts have to look like in that case, maybe they're the same, not sure :)
If the uncheck box was triggering the problem, i'll mention both ways in my tutorial

Edit: Changed point i) of the tutorial - i hope it become more clear, what i was talking about?
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Re: [Tutorial] Start your map through a portal - The better way

Postby aholman » Sat Nov 14, 2009 6:39 am

Asto wrote:Oh okay this guide isn't for randomized layouts :)

For that type of dungeon, don't uncheck the "Randomized" box on the Rule-Set -> Data Tab

I'm not sure how the ChunkTypes and Layouts have to look like in that case, maybe they're the same, not sure :)
If the uncheck box was triggering the problem, i'll mention both ways in my tutorial

Edit: Changed point i) of the tutorial - i hope it become more clear, what i was talking about?

I don't think "Randomized" has to do with it. Checked it and it still spawns all children
and to be more clear. I am just using one chunk. But in this chunk the layout can vary, like in the tutorial they posted on youtube.
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Re: [Tutorial] Start your map through a portal - The better way

Postby Asto » Sat Nov 14, 2009 6:46 am

hmm i guess it has to do with it, because randomization is that, what you wanna do - but maybe setting the flag isn't enough

deleted all *.adm and *.cpm files in your mod-dir and the subfolders? they seem to be some sort of cache files

otherwise, i can't help you :(
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Re: [Tutorial] Start your map through a portal - The better way

Postby aholman » Sat Nov 14, 2009 6:55 am

Yeah an Update. I unpacked the Layouts directory from Pak.zip. I made a search IN all files for "<STRING>CHOICE:Weight" and "Weight" with Ultraedit and with windows search in files function. I didn't find a single layout with this option. Yet I know they made a tuturial video using TorchEd and the very same function, the layout they made is even found ingame.. *edit* I'm stupid they aren't raw assets but cached file so ofcourse I can't find it in pure text haha:D
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Re: [Tutorial] Start your map through a portal - The better way

Postby Jermanfu » Sat Nov 14, 2009 7:16 am

Just curious, you mention the tutorial that came with the editor for creating dungeons. Is this tutorial that you made supposed to pick up where the other one left off? In other words, should I make a dungeon and portal using the TorchED tutorial and THEN start following your tutorial?

Or am I supposed to start with your tutorial from the start with nothing made?
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Re: [Tutorial] Start your map through a portal - The better way

Postby Asto » Sat Nov 14, 2009 7:42 am

start with the official tutorial shipped with TorchEd, create everything you need and continue with my tutorial to solve problems that may encounter ^^

you don't have to create the dungeon and rule set in the first tutorial, you can ignore that parts, but if you create them, it's no problem. just change the values i mentioned then in my tutorial
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Re: [Tutorial] Start your map through a portal - The better way

Postby Jermanfu » Sat Nov 14, 2009 7:46 am

Asto wrote:start with the official tutorial shipped with TorchEd, create everything you need and continue with my tutorial to solve problems that may encounter ^^

you don't have to create the dungeon and rule set in the first tutorial, you can ignore that parts, but if you create them, it's no problem. just change the values i mentioned then in my tutorial


great! Thanks a bunch. :)
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Re: [Tutorial] Start your map through a portal - The better way

Postby Asto » Sat Nov 14, 2009 8:05 am

Warning: there is an error in that tutorial

somewhere he saves something into .../caveS/aweseome...

write instead of caveS just cave (without s)!
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Re: [Tutorial] Start your map through a portal - The better way

Postby Neuzl » Sat Nov 14, 2009 8:14 am

I am stuck at this part, i cant see my folder in there.
Tested to restart the editor but no luck.

Select the entry in the left box (1X1SINGLE_ROOM for example) and open the pull-down-menu in the middle. Select your folder that includes your dungeon layout.
After this step, click on the right Modify button and add your listed dungeon layout.
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Re: [Tutorial] Start your map through a portal - The better way

Postby Asto » Sat Nov 14, 2009 8:28 am

how are your directories arranged?

is your dungeon placed like mine in mymod/layouts/crypt/mymod/mymod.layout?
you should see the mymod folder normally

is the list empty or is only your dir missing?
Last edited by Asto on Sat Nov 14, 2009 8:43 am, edited 1 time in total.
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Re: [Tutorial] Start your map through a portal - The better way

Postby Neuzl » Sat Nov 14, 2009 8:40 am

Fixed it :)
Last edited by Neuzl on Sat Nov 14, 2009 8:48 am, edited 1 time in total.
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