(short for "The Torchlight Editor") is the tool set used to build Torchlight
. It was released as a free download slightly after the release of Torchlight due to a legal issue involving its previous name, Preditor
and some additional finishing touches. The name became official after forum member heron
suggested it and the majority of forum members unofficially voted for TorchED
to be the new name of the editor. Jason Beck deemed it "official" unless said otherwise for legal purposes.
- It is a "unified tool that does all sorts of stuff like level design, particle creation, and unit (monster, items, etc) editing" and is the actual tool used by the Runic Games team to make ''Torchlight''.
- Putting together levels and new units should be simple, but more complex features, such as developing new 3D assets, may require some experience in the field.
- torchED uses an Ogre mesh file format, so a number of different modeling programs will be supported.
|*A||*Switch Between Editor/Game Mode, Undo/Redo||*G||*Stamp Piece(Tile)|
|*Editor Mode(Edit Position(Move), Edit Orientation(Rotate), Edit Scale(Resize), None(hide object controllers))||*H||*Object Explorer(Varies between Tabs)|
|*C||*Snap Value Selector(Fixed values)||*I||*WorkSpace(Editing is done here)|
|*D||*Toggle Lighting Mode, Reload Options||*J||*Properties Editor, Editor Options, File Explorer|
|*Collision Pick Type(Select the Object type you want to only be able to select in the workspace)||*K||Switch Between Mesh Viewer, Particle Editor, Layout Editor|
|*F||*Camera Speed||*L||*Switch Between File Explorer, Editor Options, Properties Editor|
The following section is about how torchED will handle mods.
Bebop and Volbard speak a little bit about how the Mod Manager will load mods.
Ok so, this is how it works. We have a mod directory. In that directory is a file that lists the mods you want to load. It also lists them in a specific order. The order is very important. Then whenever the game asks for a file or a group of files it does a waterfall for that given file starting with the mods specified in the mod file. Meaning if I wanted to say modify the warrior's config file I would place it in my specific mod, relative to the original files location in the game. Meaning....
Original file located at: media/units/players/warrior/warrior.dat
Mod File located at: mods/marshmod/media/units/players/warrior/warrior.dat
Now this is the important part about the order of mod's and what I mean by a waterfall when choosing files. So now if you add say a whole slew of mods and the game internally attempts to load the warrior.dat file, the game would check the first mod, if the file is there, loads it and it's done. However if the file isn't there, it goes to the next mod and looks for it. If it's not there it will eventually just load the original warror.dat.
In a lot of cases it just loads all the files in a directory. When this happens it still does the waterfall effect per file, but also will load any additional files you might of added to that directory. For example this is how we add units in the game. You simply create the unit file( via the editor) place it in a directory and in theory it will load in the game.
[hide][top]Example of Mod.dat File
Bebop went deeper in explaining mod management, by giving an example of how the mod.dat file will look like.
You could easily make a splash screen that shows which mods you have installed. Make them enabled or disabled and then launch the game.
AND here is an example of the mods.dat file.
Priority 0 will be the first mod loaded
Priority -1 makes the mod invalid( won't load )
Directory is just the folder name
Also in each mod folder is a mod.dat file. Which has the name of the mod and the author as well as any details the author wanted to add.
NAME:My first mod
NOTES:This mod does some crazy amazing things
In the video tutorial
, created by Lead Level Designer Patrick Blank, he demonstrates how a trap can be made using Logic Groups
. Logic Groups are basically how nodes, actors and triggers will interact with each other defined by the designer. For example, in the video, Patrick Blank sets an output trigger on the ''Player Box Trigger'' that triggers once the player walks into the Box, and connects it with an input trigger on the ''Gate'' actor which locks the gate.
Within torchED, the user can edit almost all values not tied directly to a mechanic such as levels, damage, experience, fame
[hide][top]Nodes, Actors and Triggers
The nodes, actors and triggers are functions and units of a level layout; some examples of these are:
- Property Node
- Monster Node
- Unit Trigger
- Unit Spawner
[hide][top]List of Files in Media Folder
This is a list of all dat and layout files in the media directory
has official released three builds of TorchED.