

Shardz wrote:My problem is I cannot figure out how to get this chunk in the game so I can see how it plays hooked up to the stock chunks. I have spent 2 days trying to fuse this chunk in with the game and I'm getting frustrated. I am reading the other tutorials, but they are all using portals/scrolls to get to the map...I just want mine to run in place with the game. I tried messing with the rules.dat files and I just have no clue. Any help would be great.

Gastricpenguin wrote:Finished the entrance to my chunk.
It features an area trigger teleporter activated by a lever and can be viewed here: http://www.screencast.com/users/Gastric ... 1de87fb5a2
It's a little jumpy here and there but that's because the editor eats a million CPU per second.
Also, does anyone know how to change the skybox in the editor? Mine is always on the cave
Gastricpenguin wrote:Also, does anyone know how to change the skybox in the editor? Mine is always on the cave
Tassadar wrote:My first map, havent seen any cave ones yet. Only problem is that i cant seem to change the skybox, seems like it would be the easiest thing to do but it just wont change.


Shardz wrote:
I'm an experienced level designer from back in the day, but this is definitely quite a new system to get used to. This chunk was created completely by scratch; no greebles, templates, or other parts were used whatsoever. This chunk is fully functional, checks out 100%, has a couple traps and some scripting, lays out perfectly with the exit/entrance, has Quest/Item markers, and looks great all around. It also features two very different variations which change the map dramatically for maximum playability. Creation time was about 3 full nights.
My problem is I cannot figure out how to get this chunk in the game so I can see how it plays hooked up to the stock chunks. I have spent 2 days trying to fuse this chunk in with the game and I'm getting frustrated. I am reading the other tutorials, but they are all using portals/scrolls to get to the map...I just want mine to run in place with the game. I tried messing with the rules.dat files and I just have no clue. Any help would be great.

Wayback wrote:To get new map chunks to show up in randomly generated maps, they need to be located in the \media\layouts\ sub-folders, in this case \media\layouts\crypt. From there, you need to determine the orientation of the chunk, it looks like East to West, so it will go into the \media\layouts\crypt\1X1EW folder. From there the rules.dat file for the dungeon looks in each of those folders so from there it works like any other mod.
Ojji wrote:You all do understand that, if you making just one strata(floor) that isn't randomized, then you don't need to stay in that yellow box. Thats just so if you make multiple stratas, and are randomized the game can connect them all randomly like a puzzle via blue squares in the yellow box.
syltman wrote:good job there!
Omnifas wrote:And by the way,
Do you guys do the back sides or do you leave them blank since it's a fixed camera(minus the pause cam).

Shardz wrote:Yup! I did all that and it hasn't showed up yet at all. As a matter of fact, all the crypt dungeons (Shadow Vault) seem to be going NW and my NS piece doesn't appear to be in the queue. I have my chunk in AppData\runic games\torchlight\mods\ShardzScapes\media\layouts\crypt\1X1NS\1X1_NS_Shardz_A.layout. I'm including a crypt.dat file in the crypt folder and that doesn't seem to do anything. Are you sure this is all you have to do for it to show up in the Shadow Vault cause I've been waiting 6 days to see it pop up and nothing. I'm getting very frustrated with this process.
Wayback wrote:The crypt.dat file doesn't need any changes to it as it should already pull from the proper folder where the file is. Based on what you said, it should be working so it could just be a simple case of bad luck making it not turn up. One thing you could try is temporarily making an altered rules file for the crypt from the dungeon tab and telling it to only pick NS(including entrance and exit) chunks when making a crypt map so that it won't have any choice but to spawn it. I probably just got extremely lucky seeing it pop up on a quick run through the main crypt.

Shardz wrote:Wayback wrote:words

Wayback wrote:Shardz wrote:Wayback wrote:words
Hey, so I double checked all my files and even temporarily turned my shadow vault into a crypt only dungeon to verify it and my chunk appeared in game as it was mostly supposed to. I say mostly because this time none of my linked layout particle items appeared in game this time. Anyhow, to make 100% sure your chunk will appear, I will contradict my previous advice and suggest going into the crypt/rules.dat under the dungeons editor, going to the chunk editor, selecting the proper chunk orientation (NS in your case), then browsing to the NS folder from the drop down menu, then going in the right-hand pane and selecting your chunk and adding it to the inclusive list.
Here is a pic of how it looks for me now:
Waterworks being my crypt chunk.
Hope this helps.
Wayback wrote:Well, now I cannot figure out how to get the layout link particle items to show up in the actual game, even though they turn up in the editor when I run it. Looking at official rooms has provided no insight unfortunately.

Wayback wrote:I didn't mess with the layout tab and the chunk appeared as it was supposed to, connecting to the other areas quite nicely. I dud just check if it had a .cmp file and it does, but all the particle files still do not seem to be generating unfortunately. I copied the examples from the official maps, in the way that I took my items from the 'levelsets' folders like all the official maps do. Unless I am completely missing a tab, I cannot tell what feature I am missing that makes these items not appear in the game. A ton of enemies also seem to spawn underwater, but a few well places nospawn areas should take care of that.

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