I also had to change the arrow counter directory to reflect the appropriate file, and the link to the temple within Alan map. On Tue, Jul 7, 2009 at 4:04 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > The only thing that comes to mind is the dofile. In the beginning of > templemap.lua there is a part that looks like this > ----------------------------------------- > --Geometry > ----------------------------------------- > > dofile("./scripts/maps/templemap_geometry.lua"); > > > Just make sure that is accurately updated. > > > On Tue, Jul 7, 2009 at 1:40 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: > >> In order to break it down into separate maps I want to move and rename >> some files, specifically these changes: >> Add folder FirstTemple inside scripts/maps >> >> Rename templemap to FirstFloor >> Rename templemap_geometry to FirstFloor_Geometry >> >> Move FirstFloor and FirstFloor_Geometry to new location >> scripts/maps/FirstTemple >> >> >> Kent, will any of the above changes effect your scripts? >> >> PS: All art will stay inside its current folder. >> >> >> On Tue, Jul 7, 2009 at 3:37 PM, eric drewes <figarus@xxxxxxxxx> wrote: >> >>> just break it down into different maps, why not? >>> >>> >>> On Tue, Jul 7, 2009 at 4:07 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: >>> >>>> There will be more work depending on how exact you want it. I could use >>>> the gridtest system I set up to determine where the player is when they >>>> fall >>>> down. All and all, it doesn't seem to difficult to have that happen >>>> >>>> >>>> On Tue, Jul 7, 2009 at 1:05 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>> >>>>> Yes you can >>>>> >>>>> >>>>> On Tue, Jul 7, 2009 at 1:02 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote: >>>>> >>>>>> My two biggest concerns with designing the temple as one large map >>>>>> instead of breaking it down are: cost issues, and being able to see other >>>>>> parts of the temple before you're supposed to (via camera angle). >>>>>> >>>>>> Unless these can be put to rest by using different techniques (ie: not >>>>>> loading certain parts into memory until they're within a certain >>>>>> distance) >>>>>> or some other way I haven't come up with, I will begin constructing the >>>>>> second part of the temple as a separate map. This brings up another >>>>>> questions however. Is it possible to have the player fall into the >>>>>> basement >>>>>> in a specific position depending on which tile the player falls through? >>>>>> >>>>>> >>>>>> >>>>> >>>> >>> >> >