
Volbard wrote:(a) How does the game combine chunks randomly? If I make a mod with my own set of chunks will these appear in the main game? If yes, how do I prevent this?
Open the game's media folder, and then open the layouts folder. Each of the folders in there contains all the chunks for a tileset. Now open up the cave folder. In there are lots of sub-folders, each of which contains variations on a type of chunk. The letters in the folder name indicate the sides of the chunk that can connect to other chunks. A 1x1Entrance_E chunk is an entrance to the floor and can connect only on its East side. The game will connect it with whatever it has available that has openings on the West side, for example it could pick a 1x1NW chunk and make the level bend around to the North. The chunks are made to fit together seamlessly, when you're just starting out you should probably just try opening existing layouts and changing them, being careful not to change the border tiles.
If you drop new layout files into those folders, the game will automatically find and use them. If you want to share the new chunks, it's best to drop them in your mod directory. It works the same way but is nice and separate, I'm sure you can find tutorials on how that works.
If you don't want your chunks to appear in the main game, there are a few ways to do that. One way is to just make your own folder in the layouts directory, and make your own folders to contain your chunks following the same format as the existing ones. You will also need a rules.dat file in there, it lists all the chunk types and has some other information about lighting and such, you can probably just copy one from a similar tileset. Then in the editor you can go to the Dungeon Editor and create a dungeon that uses that ruleset, and you can even go into the item editor and make a new map item that opens a portal to your dungeon. You could also create a new rules file in the original directory, but you would then need to modify the original rules files and tell them to exclude your new chunks. You can do that using the rulesets tab of the Dungeon Editor, if any Inclusive chunks are listed under Chunk Types it uses only those, otherwise it uses every layout of that type.(b) Do chunks show up one at a time for each dungeon level? Or do they line up in a continuous form in a single level?
The game grows the levels based on the kinds of chunks available to it. So it might start with an entrance piece that connects on the South side, then add a piece that connects on its North and West sides, then add one that connects on its East and South sides, and then add an exit that connects on the North side. The number of chunks in a level is determined by the rule set, that rules.dat file.
Rooms can also have three or four connections, if you add those then you will have to make endcap rooms as well to close off the levels. A room that connects in all directions would go in a 1x1NSEW folder, and an endcap would go in a 1x1N folder. You will need an endcap for each direction. Our test dungeons had this sort of branching, but it created too much backtracking so we took it out. Also, branching hasn't been tested in a while, so be ye warned!
To be clear, endcaps are only necessary if you add branching rooms, rooms that have more than two exits. If there are branches from the main path that runs between the entrance and exit, there will need to be endcaps to tie off the loose ends.(c) How can I specify the flow of the storyline using chunks and rulesets? For instance, how do I tell the editor that first I want set A to show on the first two levels, then only chunk 1 in the following level, then tileset B, and so on...?
You should check out how we put together the main dungeon, because it's a lot like that. Open the Dungeon Editor up, and select the dungeon called Main. You'll see a list of all the tilesets, in order, and a few tricks. If you click on STRATA0 you can see that it uses a rules file called mine/firstfloorrules.dat, switch to the Rule Sets tab and select that one. In there you can see that among the chunk types is one called 1x1NE_MUSTPLACE. That means that a chunk of that type will always appear on that floor, we did that to add chests with class specific items to make sure everyone got off to a good start. You can use mustplace chunks to make sure a particular layout always appears on a floor, but still allow the game to randomly generate the level. Your other option is to just make one enormous room, which is what we did for several of our boss floors.
So there you go, that's a lot of complicated information, I hope it helps!

Armatus wrote:How do I make my .ogg or .wav files work in game?
Armatus wrote:How can I modify the animations already put in game?
Armatus wrote:Is there a way to modify the skeletons of already existing models?
Armatus wrote:Is there an easier way to make a guy die after interacting with a character (talk+quest) without reinstalling the editor =.=?

Kenny1213 wrote:I have a problem...
I can't create anything. I go to the palette, select a floor texture, and nothing happens. Sometimes a weird looking half of a multicolored cube will appear, but I can't do anything to it. I hope I'm just missing something and my game files aren't corrupt or something.

Zardica wrote:How do I use the "Texture Replace" function properly?

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