
HirnuGeos
Coding geomorphs is funDetails
HirnuGeos
geomorph custom tiles, without unity compressed asset bundles.
details
generated at runtime, using the subcomplex set for the zone. assimilates wall and floor textures that are borrowed from LG_PrefabSpawners of loaded assets, depending on complex. same tile will look different on mining, tech, service.
all geos have 1 or 2 areas with roomsize Medium (coverage 10) for each area.
on dimensions with levelgen and IsOutSide true, the ceiling is disabled. enjoy the sun.
no need to use ExtraComplexResourceToLoad Tech anymore except for generator cluster tile where it is needed if complex is not Tech.
if at any point u run into problems with geos, try load Tech shards with LGTuner, might help. (in my testing geos work fine without tech but there's some red lines in bepinex for markers, they seem to work fine tho)
usage
you can either use complexresourceset datablock, or LGTuner overrides, or both.
complexresourceset
the CRS of your level, any complex, add: CustomGeoMorphs_Objective_1x1
{ "Prefab": "Assets/HirnuGeos/hirnugeos_deadend.prefab", "SubComplex": 5, "Shard": 2 }, { "Prefab": "Assets/HirnuGeos/hirnugeos_i.prefab", "SubComplex": 5, "Shard": 2 }, { "Prefab": "Assets/HirnuGeos/hirnugeos_i_areatest.prefab", "SubComplex": 5, "Shard": 2 }, { "Prefab": "Assets/HirnuGeos/hirnugeos_hub.prefab", "SubComplex": 5, "Shard": 2 }, { "Prefab": "Assets/HirnuGeos/hirnugeos_hub_gencluster.prefab", "SubComplex": 5, "Shard": 2 }, { "Prefab": "Assets/HirnuGeos/hirnugeos_hub_reactor.prefab", "SubComplex": 5, "Shard": 2 }, { "Prefab": "Assets/HirnuGeos/hirnugeos_hub_png.prefab", "SubComplex": 5, "Shard": 2 }
ElevatorShafts_1x1 and / or CustomGeomorphs_Exit_1x1
{ "Prefab": "Assets/HirnuGeos/hirnugeos_hub_elevator.prefab", "SubComplex": 5, "Shard": 2 }
LGTuner overrides
override tile or zone with the asset name:
"Assets/HirnuGeos/hirnugeos_deadend.prefab" "Assets/HirnuGeos/hirnugeos_i.prefab" "Assets/HirnuGeos/hirnugeos_i_areatest.prefab" "Assets/HirnuGeos/hirnugeos_hub.prefab" "Assets/HirnuGeos/hirnugeos_hub_gencluster.prefab" "Assets/HirnuGeos/hirnugeos_hub_reactor.prefab" "Assets/HirnuGeos/hirnugeos_hub_png.prefab" "Assets/HirnuGeos/hirnugeos_hub_elevator.prefab"
check HirnuGeosDemo custom/LGTuner/ for examples.
tiles
hirnugeos_i
a very basic straight hallway 16 x 64, some markers for lockers etc.
hirnugeos_hub
4-way hub with a central pillar with all storage and terminal markers going around it.
hirnugeos_deadend
16x16 room with terminal marker in the middle and locker markers on the far wall, a resource room.
hirnugeos_hub_gencluster
with this one, use tech complex or LGTuner "ExtraComplexResourceToLoad": [ "Tech" ]
hub but has a marker for gencluster in the middle, no central pillar, wall has a 16x24 hole to accommodate. make sure to add a gencluster to the zone in levellayout. (gencluster will be replaced by some other structure if not, see HirnuGeosDemo)
hirnugeos_hub_reactor
hub but reactor, startup and shutdown tested to work.
hirnugeos_i_areatest
i-tile but a weakdoor splits the zone in half
hirnugeos_hub_png
highly conceptual test WIP tile. the floor of the zone is built from Bepinex\Assets\HirnuGeos\hirnu_hub_png_floor.png.
the mesh will be created from exactly 160 points x and 160 points y, so no point in making extremely detailed bumpmaps here.
when building the png, pixel red is up, blue is down, green and alpha are unused. standard unity scale 0-1, altitude distance is multiplied by 8 (10% red times 8 is 80 centimeters, rgb color 255,0,0,0 will produce an 8-meter column, color 0,0,1,0 will result in an 8 centimeter hole)
hirnugeos_hub_elevator
hub but elevator. zone 0 area b builds south, and, u have to override the plug to be nogate (otherwise a secdoor or even a bulkdoor), see hirnugeosdemo how it can be done. cargo cage levitates a bit, sorry. altitude overrides work immediately around 0,0.
version history
v0.0.1
split from hirnukuono-LGTuner where HirnuGeos saw first light of day around september 2024.