Ah good call. On Tue, Jul 7, 2009 at 2:20 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: > 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? >>>>>>> >>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >