[Tutorial] Making A Custom Map

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[Tutorial] Making A Custom Map

Postby StrykerMikado » Fri Nov 13, 2009 2:01 am

Making A Custom Map Tutorial

So you created a map, but don't want it randomized? This tutorial is for you. First thing you are gonna want to do is place the .layout file in the correct location. Depending on what tileset you are using is where it needs to reside. I will be using my map as an example so just change it to suit your needs. I will be using windows 7 during this so everything but where your mod folder resides will be the same for other windows versions.

Since my map uses the crypt tileset, navigate to "..\media\layouts\crypt" and create a folder named after your map. I will be using the name "secret". Inside that folder make another and name it "1x1single_room". Place your .layout file into the last folder created. This will tell the editor that to use only a single room when processing your map. The path name should look like this when you are done. "..\mods\SecretMap\media\layouts\crypt\secret\1x1single_room\secret.layout"

Image

Now that you have that done, you need to go into the editor and create a dungeon file. Click on Data Editors>Dungeons to continue.

Image

Click on the green + and it will bring up a new window. Name the dungeon after your .layout file and press "Ok". You do not have to clone other files cause it will cause clutter and you want to customize your map as much as you can.

Image

Now select the new dungeon file that you made and on your right you will see a bunch of options. First thing you want to do is make sure the name is lowercase letters and has no spaces. Whenever you make a warp to your dungeon, that is the name you are gonna use. I use Town as the Parent Dungeon but I am not sure it matters. Under Strata you will see a plus arrow, click on that and it will make a new "floor". You only need one since this dungeon doesn't have any more floors. After that you will want to make sure and click the save button.

Image

Move on to the Rule Sets tab and press the green + again. Create a a new rule set with the format "secret_rules" and don't clone it. Make sure you click on crypt on the left side. Now select the new rules and you will see the default settings. Find "Randomized" and "Require Exit". Make sure they are unchecked. Change the display name and the skybox to the one used for crypt. Besides that everything else is customizeable for that file. Make sure you save it before exiting. Very important.

Image

Now for the step that has eluded everyone making a new map. Navigate to "..\media\layouts\crypt" and move your secret_rule.dat file to the secret folder. After you do that, open the rule file in a text editor. Add the following code above [/LEVEL] if it isn't there. Some may already have the [CHUNKTYPE] there so edit it accordingly.

Code: Select all
[LAYOUT]
[CHUNK_RANDOM]
<STRING>TYPE:1X1SINGLE_ROOM
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:0
[/CHUNK_RANDOM]
[/LAYOUT]
[CHUNKTYPE]
<STRING>NAME:1X1SINGLE_ROOM
<BOOL>ENTRANCE_CHUNK:1
<INTEGER>WIDTH:1
<INTEGER>HEIGHT:1
<INTEGER>MAX_APPEARANCE:1
[/CHUNKTYPE]


Well there you have it. That is the most basic way to create a one room custom map that I can explain. If you have an questions, please post below or PM me. I will include my map so you can see exactly where to place files and also how to create a warper for your map.

Download Tutorial Files: http://www.elitegeneration.co.cc/dloads ... retMap.rar
Last edited by StrykerMikado on Fri Nov 13, 2009 3:09 pm, edited 2 times in total.
Project Fantasy [Various Mods]
Elite Generation [Blog/Content Storage]
TorchED Torrent [Needs Seeders]
Making A Custom Map [Tutorial]
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Re: [Solved] Making A Custom Map and Warping To It

Postby Ojji » Fri Nov 13, 2009 10:14 am

Attempting I'll let you know how it goes.
Last edited by Ojji on Fri Nov 13, 2009 2:49 pm, edited 1 time in total.
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Re: [Solved] Making A Custom Map and Warping To It

Postby Tassadar » Fri Nov 13, 2009 2:28 pm

Have you tried it and it works? My portal just sends me back to the start of the game after loading for awhile.
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Re: [Tutorial] Making A Custom Map

Postby StrykerMikado » Fri Nov 13, 2009 2:31 pm

Submited full tutorial!
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Re: [Tutorial] Making A Custom Map

Postby aholman » Fri Nov 13, 2009 3:04 pm

Thanks got mine to work
Finally it feels like I have somewhere to start:P

*so im comparing our files after it works, and they don't have the same structure. I might have changed something you didn't do..
I got it to work but will need to look more closely to udnerstand exactly why:D
Last edited by aholman on Fri Nov 13, 2009 3:08 pm, edited 1 time in total.
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Re: [Tutorial] Making A Custom Map

Postby Ojji » Fri Nov 13, 2009 3:05 pm

Lol, the very end, could you be more clear. open what and add that code to what and where?
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Re: [Tutorial] Making A Custom Map

Postby StrykerMikado » Fri Nov 13, 2009 3:09 pm

Ojji wrote:Lol, the very end, could you be more clear. open what and add that code to what and where?

Open the rule file you created in a text editor and add that whole block of code in the code box to that file. Make sure it is placed above [/LEVEL].
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Re: [Tutorial] Making A Custom Map

Postby aholman » Fri Nov 13, 2009 3:09 pm

For example it loads my map. But the variations aren't working like they just did when I tested in TorchEd. For some reason it always spawn all variations
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Re: [Tutorial] Making A Custom Map

Postby FireMind » Fri Nov 13, 2009 3:10 pm

I'm a little stuck. I got the same file setup as you from your mod file.

Maybe make a video because the part where you make the rules file and edit to add the code is not working for me.

Video would be so much better.
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Re: [Tutorial] Making A Custom Map

Postby aholman » Fri Nov 13, 2009 3:25 pm

Oh well when I finally got the level working via portal and everything. I meet the next problem.
In my TorchEd all variations work perfectly fine, when I use portal ingame to enter dungeon for some reason it seems as Variation is not set to "weight" anymore but to "all".
So for tonight I will go to bed, I hope some more answers are avaible tomorrow:(
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Re: [Tutorial] Making A Custom Map

Postby Tassadar » Fri Nov 13, 2009 3:40 pm

I deleted all of my previous mods and named my map secret to follow your instructions. Followed them word for word but when i use console- dungeon secret, it takes me to level 2.
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Re: [Tutorial] Making A Custom Map

Postby Ojji » Fri Nov 13, 2009 5:34 pm

Also, does it really matter what the tile set is? Cause i'm useing stairs from crypt and the rest is fortress?
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Re: [Tutorial] Making A Custom Map

Postby symposes » Fri Nov 13, 2009 5:56 pm

I don't know Yet if this works, as I cannot make this work for me at all as of this time.

HOWEVER, when you are defining rule sets, there are 3 tabs - Data, Chunktypes, Layout

I went into chunktypes and clicked modify, and added 1x1single_room

clicked the layout tab, and right clicked one square in the grid, and set it to the 1x1single_room.

loaded the dat file in notepad, and that missing bit of code magically put itself where it needed to be.

I cant do photo's of this, otherwise id show you. perhaps someone else would care to try?
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Re: [Tutorial] Making A Custom Map

Postby Ojji » Fri Nov 13, 2009 6:12 pm

ok added the portal but it took me to secret mines and I did everything you said.
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Re: [Tutorial] Making A Custom Map

Postby Ojji » Fri Nov 13, 2009 7:52 pm

To anyone and everyone who is having issues with the portal, if it's takeing you to secret mines after you followed his new tutorial then here is your fix.

Go to Data Editor > Dungeon

After this window is open, click the rule sets tab and find the rule set that you made for you map should look like this.


Image


Do you see where it says Map then file. Well since my layout file is in

"C:\Documents and Settings\Nick\Application Data\runic games\torchlight\mods\ZombieMap\media\layouts\crypt\ZombieLand\1x1single_room"

Where it says file just put this much "media\layouts\crypt\ZombieLand\1x1single_room\"Your layout file name here"

Mine looks like this "media\layouts\crypt\ZombieLand\1x1single_room\zombieland"


By doing this, it stopped takeing me to that secret mines map and put me in my map.
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Re: [Tutorial] Making A Custom Map

Postby StrykerMikado » Fri Nov 13, 2009 8:13 pm

That's a good observation, although I didn't need to do that on mine.
Project Fantasy [Various Mods]
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Re: [Tutorial] Making A Custom Map

Postby Ojji » Fri Nov 13, 2009 8:20 pm

Yeah well, i was getting so annoyed and you weren't on to help so I figured I'll do trial and error, so I went back to my rule sets and saw that and gave it a go. I don't know what caused the whole secret mines thing. Thanks to you though for the big help on this whole portal fix. I wish there was a thank you button on this forum haha.
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Re: [Tutorial] Making A Custom Map

Postby Asto » Fri Nov 13, 2009 8:34 pm

hey guys, have a look into - in my opinion - the right version of solving this problem:

viewtopic.php?f=28&t=6791&start=0 :)
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Re: [Tutorial] Making A Custom Map

Postby Ojji » Fri Nov 13, 2009 9:00 pm

Give credit where its do asto, it looks like you just went and gathered everyones opinions on the matter and threw it together.
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Re: [Tutorial] Making A Custom Map

Postby Asto » Fri Nov 13, 2009 9:03 pm

it's a mix of different posts, thats true, but most versions doesn't work at all, because the code is too explicit.
My post is a way to help TorchEd helping itself

sure, the beginning etc. is always the same, but the importand part is vi and vii

i linked my tut here, because some poeple'll have the same problem - the "code" above is too detailed so it wouldn't work for everyone

And: This Tutorial ignores the ChunkType and Layout Tabs. The ChunkType Tab of the Rule Sets works so you have not to edit the rules-file with editing the chunktype-tag, it's because there is a bug in torched not saving the layout-tag the first time

my tutorial is based on my own experiences with torched after 4 hours of testing and trying to solve this damn problem o_O
Last edited by Asto on Fri Nov 13, 2009 9:39 pm, edited 1 time in total.
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