Tileset
Last updated
Last updated
Here is where the asset bundles start coming into play.
Now we want to copy a base game tileset and resprite that, of course, we don't *have* to, but if you want to make your own just look at how expand did it once: https://raw.githubusercontent.com/ApacheThunder/ExpandTheGungeon/dac3f0f977948c2461cbe8f9de34ee40857daa81/ExpandTheGungeon/ExpandObjects/ExpandDungeonCollections/ENV_Tileset_Belly.cs
;)
light green is floor dark green is the tiles that go between walls and floor tiles orange is the bottom half of the wall dark orange is the top half of the wall (the darker oranges is a different set of walls) dark blue is the bit over the walls light blue is the pit the slightly darker light blue goes outside the rooms so it isnt completely dark the turquoise is used between the floor tiles and a pit hot pink is the floor tiles that go around pits and the crosses show which walls go together the pink in the dark green squares shows where the wall would be
the white tiles are unused tiles.
once you've got your tileset (or you can just use one of these as a placeholder) you need to place it into your assetbundle.
we are going to go back into the ModPrefabs file and add this
public static Texture2D ENV_Tileset_FloorName;
and in the InitCustomPrefabs add:
ENV_Tileset_FloorName = ModAssets.LoadAsset("ENV_Tileset_FloorName");
Now we can access the tileset from anywhere
Now we need to make a new script called CustomValidTilesets. delete the class.
paste in: