Dungeon Carving
#1
Posted 07 September 2006 - 10:15 AM
#2
Posted 07 September 2006 - 10:43 AM
Dungeon Carving Mode
Relational Mode
The "X"'s are where the smaller minutia of the dungeon walls will go. 1x? / ?x1 strips of wall, for example, rather than 2x2 etc.
#3
Posted 07 September 2006 - 10:45 AM
#4
Posted 07 September 2006 - 11:05 AM
#5
Posted 07 September 2006 - 11:11 AM
#6
Posted 07 September 2006 - 11:23 AM
Press O:
1) One Time:
Relational Mode: Similar to designing floor borders: The space where the cursor travels will be considered "inside" the floor borders. Thus, if you wanted to cover a perfectly rectangular room in floor borders, you would click or click-drag the cursor over every square two tiles within the room and everywhere inside. (Try it.)
2) Two Times:
Dungeon Carving Mode: The first combo should be a ceiling combo, which will go "outside" of the limits of your dungeon walls. The last combo (See the image.) will be the floor combo. That floor combo will be what appears when you click on the screen, but a fully complete set of two-tile-thick walls will appear consistantly around it. Very, very useful.
3) Three Times:
Combo Alias Mode: Unrelated to this subject.
4) Four Times:
Normal Mode: ... ... Normal mode.
#7
Posted 07 September 2006 - 11:43 AM
I think I get the dungeon carving, but I can't quite understand the relational. What does it look to for it's combos? I'm lost.
#8
Posted 07 September 2006 - 12:04 PM
#9
Posted 07 September 2006 - 12:41 PM
#10
Posted 07 September 2006 - 01:35 PM
For something like dungeon floor borders, you'd generally start with the biggest pieces, putting down the U shaped ones first, then the = shaped ones, then the _ shaped pieces, then the little corner pieces.
#11
Posted 07 September 2006 - 03:31 PM
#12
Posted 07 September 2006 - 06:17 PM
Basically, you set up a lengthy series of combos on your combo page based on your dungeon, though you'd usually want the form in the tiles page to mimic how it's supposed to look in the end result on the combo page.
Once it's set up, you would then press "O" twice to Toggle past Relational mode and into Dungeon Carving mode. (Though in the latest betas, it's all available via the tools menu in ZQuest.) Click on the upperleft-most combo in the series of combos you just set up, and start drawing.
You'll see the dungeon walls "form" around everywhere that you clicked. You really have to see it for yourself. Try it. You won't be disappointed.
#13
Posted 07 September 2006 - 06:27 PM
Btw, is it possible for the carving to only use one-tile dungeon walls? Like, for game-boy style dungeons?
#14
Posted 07 September 2006 - 07:02 PM
Btw, is it possible for the carving to only use one-tile dungeon walls? Like, for game-boy style dungeons?
Sure. You'd just have to form it on your combo page. I mean you can put whatever you'd like on your combo page. All Dungeon Carving Mode and Relational modes do is apply an algorithm as you draw. The algorithm remains the same. The combos are the dependent side.
#15
Posted 21 October 2007 - 01:25 AM
EDIT: **** me... How about a quest file. Does anyone have one with dungeon carving setup?
EDIT 2: Yay! I managed to get it...it wasn't pretty though. Let me take you through it for a second;
"Why the **** god****** **** **** doesn't this work!! mother******* **** donkey ***** ......"
*two hours later*
"****"....
Anyway's so I noticed that Neo first is basically the DoR tileset right? If so howabout some more tiles for it? That'd be supersweet. Is there a quest file or .zgp by any chance ST?
Edited by Gleeok, 21 October 2007 - 05:52 AM.
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