How to Make an Interactive Torch

Help and support for TorchED, the Torchlight editor.

How to Make an Interactive Torch

Postby Illuminerdi » Thu Mar 11, 2010 10:38 pm

So I'm trying to make an interactive Torch/Candleabra, but I can't seem to have any luck with it.

I cloned the crypt_floor_lever_01 in the Unit Editor and changed the Resource directory, mesh file, collision file all to point to crypt_floor_light01.
Unittype is Interactable
Create As is Trigger.

I'm trying to spawn it as a Unit Trigger but when I select it from the Model dropdown in the Unit Trigger Properties the editor throws an error: "The property value is not valid", and it doesn't spawn. Just for kicks, i tried spawning it using a unit spawner as well, and it didn't spawn.

I'm at a loss as to what exactly I'm doing wrong here - my only clue is the Base File in the Unit Editor (which is currently /media/units/props/base.dat - PROTIP: don't ever change this to point to the dat file for the item in your mod directory that you're creating - it will crash the editor and continue crashing it on load until you delete said .dat file). I assumed that base.dat would work, but perhaps that's incorrect?

Anyone have any ideas on this? Sorry if this has already been addressed - I tried to find other posts about this, but I can't seem to find anything.

Thanks!
Illuminerdi
 
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Re: How to Make an Interactive Torch

Postby Illuminerdi » Sat Mar 13, 2010 5:43 pm

Solved my own problem on this one after some tinkering.

Turns out that the Resource Directory field of the unit editor gives an absolute path when you browse for a file folder, and it requires a relative path. It was working when I cloned other objects as long as I didn't try to change the model since it was cloning the relative path.

So if you run into this error, make sure it says "media/levelsets/props/(etc)" and not "c:/(blahblah)/media/levelsets/props"

Hope this helps someone else who runs into this issue!
Illuminerdi
 
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Re: How to Make an Interactive Torch

Postby Ehb » Sun Mar 14, 2010 4:58 pm

Just wanted to say thanks for posting this, it's helping me to work out part of my currently planned mod. See, the trouble I've been having is that when I create a Unit Trigger, the models available in the properties pane do not include the model I want to use. If I'm understanding what you've done correctly, then by cloning other items with the property 'interactable' etc. and changing the mesh then the new item will then be selectable as a model for Unit Triggers?

edit: After toying around with it, I got it to work, thanks so much!
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