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I'll try to explain as much as I can but I'm not even sure where to begin 🤔
(feel free to ask away)

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Thanks for your support! As for now I hope this thread can attract other people that are figuring out the editor. 

As for the questions, I do have some:

1) When you create a box mesh, how do you separate it's surfaces so they are not connected to the rest of the other surfaces (if you want to subdived/split quads but you don't want the rest of the box to be affected by it)

2) What are the best shortcuts to make spheres, cylinder and round shapes?

3) How do you set scripts for moving meshes like doors, moving platforms or pistons?

4) How do you expand the grid subdivision to not being limited when you make? Right now it is stuck at 64x64 and it's a bit limiting.

(2 edits) (+1)

1)  Seperate quad
- enter edit mesh mode (Shortcut: M)
- select the quad
- hold shift and drag it away (this makes a copy)
- delete the original
- drag it back
(not  very intuitive i'm afraid 😔)

2) Cylinder
only cylinders are supported (spheres need trickery like importing a mesh - more on that later)
- press C to enter cylinder drawing mode  (similar to box mode)
- by default it makes you a 8 sided one   (toggle drawing a pipe in this mode by pressing X )
- press Q E   or turn mousewheel  while drawing for a more detailed one

3) Door
- select a mesh
- enter properties mode (Shortcut: 6)
- keep holding Q or E 
- select closedoor or usedoor
- stop holding Q or E
- press recmode (border will turn red)
- drag the time slider on the bottom to 60 (60 frame is 1 sec)
- enter move mode (Shortcut: 1)
- drag the door up
- exit recmode (press button again - if the border is not red you are no longer in recmode)

alternative:
- select a mesh
- enter the console (~)
- enter the command: QD 
(this will turn the selected mesh into a  regular doom-ish door that goes up)

4) Grid
SHiFT+Number
SHiFT-5  is the default (64)
goes from 1 (4x4)  to  9 (1024x1024)


(if anything is not clear let me know I'll try to explain it in more detail)

(1 edit) (+1)

That should be enough for now, thanks ;)

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What is the command to speparate props or group of meshes once you clone them? I noticed that when I try to modify their vertex or shape, the original will also be linked and affected by it, which is not what I want them to do.

I'm also curious if I can apply custom textures in the game files just for the fun of it... or even a custom skybox would be neat to work with.

(1 edit)

select the entity and press
Ctrl + U
or enter the console (~) and use the command  U  (or UNIQUE)


it's a bit convoluted but you can:
you need to put it in a .png file in   the    Zortch\editor\mapskin\   folder
and then add a new entry for the   Zortch\editor\mapskin\tiledata.script
file so to the editor can see:
e.g. ADDTILE   yourfilename.png  3560  1.0  

and then for the game to see it you need to create a   Zortch\data\mapskin\   folder
and put it in there too (don't have to edit scripts in this case)


the skybox is even more complicated:  
you need to create a    Zortch\data\sky\    folder
and inside that a folder for your skybox e.g.: Zortch\data\sky\yourskyboxname
in there you need six files:

sky_up.png
sky_rt.png
sky_lt.png
sky_ft.png
sky_dn.png
sky_bk.png

you can use for reference the existing ones: the  data.dat  is just a giant zip  file

and to make it work on the level you will need a    Zortch\custom\anynameyoulike.script
file and the command need to look like this:

ADDMAP yourmapname
SETMAPSKY  yourmapname      "yourskyboxname" 

to add insult to injury it will only work if you load your map from the custom map option:
for it to work with the editor PLAY command:
edit   Zortch\data.dat\data\map\maplist.script
and replace  the last two lines  ( SETMAPSKY  preview      "canyon"  plane  )


I guess I should start on a patch to make this easier 🤔

Thanks! At least I hope this can help you improve the game engine and editor even further.