Search found 5 matches
- Mon Dec 20, 2021 4:56 pm
- Forum: Modules
- Topic: Support for new wall tiles
- Replies: 6
- Views: 7374
Re: Support for new wall tiles
I realized when looking at your examples that the DLC's have another folder structure. For example, in order for me to overload grid files for Forbidden Cults I need to change the addon folder to tome-mod/overload/data-cults/general/grids instead of tome-mod/overload/data/general/grids I might certa...
- Sun Dec 19, 2021 8:05 pm
- Forum: Modules
- Topic: Support for new wall tiles
- Replies: 6
- Views: 7374
Re: Support for new wall tiles
I've been making progress adding wall tiles in all possible combinations and directions. The same for doors. Turns out there was a lot of them. Here's a sample on how it currently looks in data/general/grids/halfling.lua for the new wall and door tiles: nice_tiler = { method="wall3d", inne...
- Sun Sep 19, 2021 5:37 pm
- Forum: Modules
- Topic: Support for new wall tiles
- Replies: 6
- Views: 7374
Re: Support for new wall tiles
Thanks rexo! I'll study the cave-type tiles as well 

- Sun Sep 19, 2021 4:25 pm
- Forum: Modules
- Topic: Support for new wall tiles
- Replies: 6
- Views: 7374
Re: Support for new wall tiles
I found the solution to this, it was luckily simplier than I thought. Needed to add new lines in NicerTiles.lua, e.g.: elseif gs ~= s and gn == s and gw ~= s and ge == s then self:replace(i, j, self:getTile(nt.south_west_corner)) and then create new entities in grids/basic.lua south_west_corner=&quo...
- Sat Sep 18, 2021 2:14 pm
- Forum: Modules
- Topic: Support for new wall tiles
- Replies: 6
- Views: 7374
Support for new wall tiles
Hello! First of all I want to say that I love this game and I love how moddable it is. Big cudos to DarkGod for making it possible. I'm myself working on a graphic mod and I have a question regarding wall tiles. While there are southern (granite_wall2) and northern (granite_wall3) wall tiles. There ...