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(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 ;)

(+1)

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.