Skip to main content

Dungeon Tool

The Dungeon Tool (keyboard shortcut U) lets you paint conceptual dungeon structure in a top-down grid view and generate normal map geometry from it.

It is intended as a faster workflow for blockouts such as:

  • rooms
  • corridors
  • shafts
  • door openings
  • connected floor levels

Instead of placing vertices, linedefs, and sectors by hand, you paint structural tiles and let Eldiron build the matching floor, ceiling, wall, and door geometry.

Concept Workflow

The Dungeon Tool edits a conceptual dungeon layer stored on the map.

That conceptual layer is used to generate normal map geometry:

  • sectors
  • linedefs
  • surfaces

This means the generated result can still be refined later with the normal editor tools.

Dock Layout

When the Dungeon Tool is active, the lower picker area shows the Dungeon dock instead of the Tile Picker.

The dock has two parts:

  • a scrollable palette of structural dungeon tiles
  • a TOML settings panel on the right

Painted Tiles

Dungeon tiles describe the structure of one grid cell.

Typical examples are:

  • floor
  • single wall edges
  • wall corners
  • multi-edge wall cells
  • oriented door cells

Rooms are built by combining many painted tiles.

Settings

The Dungeon dock settings are edited as TOML.

The main sections are:

[dungeon]
floor_base = 0.0
height = 4.0
floors = true
ceilings = true
standalone = false

[tile]
door_width = 2
door_depth = 0.5
door_height = 2.25
open_mode = "Auto"
item = "Door Handler"

[steps]
floor_delta = -1.0
steps = 4
tile_id = ""
tile_mode = "Repeat"

[render]
transition_seconds = 1.0
sun_enabled = false
shadow_enabled = true
fog_density = 5.0
fog_color = "#000000"

dungeon

  • floor_base: base height of newly painted tiles
  • height: wall height and ceiling offset above floor_base
  • floors: whether generated dungeon geometry creates floor sectors
  • ceilings: whether generated dungeon geometry creates ceiling sectors
  • standalone: keeps newly painted cells separate instead of merging them into larger generated pieces

tile

These settings apply to the currently selected dungeon tile when relevant.

For door tiles:

  • door_width: width of the generated opening in tiles
  • door_depth: thickness of the generated door panel
  • door_height: height of the moving door panel
  • open_mode: how the runtime door opens
  • item: item handler attached to the generated door sector

steps

These settings apply to stair tiles.

  • floor_delta: relative floor-base change across the stair tile. Negative values go down.
  • steps: number of generated steps inside the tile.
  • tile_id: default source applied to generated stair geometry.
  • tile_mode: how the stair source is mapped. Repeat is the normal mode, Scale stretches the source across the stair assembly.

render

These settings override the normal region or game [render] settings while the player is inside dungeon-generated geometry.

  • transition_seconds: smooth blend duration when entering or leaving the dungeon space
  • sun_enabled: override sun lighting inside the dungeon
  • shadow_enabled: override sun shadows inside the dungeon
  • fog_density: fog density, using the same percent-style value as normal [render]
  • fog_color: fog color override

The global game or region [render] settings remain the source of truth.
Dungeon Tool only overrides the keys you specify in its own [render] block, and normal rendering is restored automatically when the player leaves the dungeon geometry.

Tile Types

The palette is not room-based. Each icon represents the structure of one tile.

That includes:

  • floor
  • single-edge wall tiles
  • corner and multi-edge wall tiles
  • oriented door tiles
  • oriented stair tiles

You compose rooms, corridors, and shafts by painting many tiles together.

Dungeon Tool switches into the top-down authoring view and uses the normal map HUD.

While active:

  • the conceptual preview is always shown
  • a hover rectangle shows the target cell
  • the map subdivisions strip is hidden
  • subdivisions are temporarily forced to 1

When you leave the tool, the previous editor view and subdivision setting are restored.

Painting

  • Click / drag to paint dungeon tiles
  • Hold Shift while painting to erase
  • Hold Cmd/Ctrl while dragging to lock the stroke to a straight horizontal or vertical line

Door tiles can stamp wider openings based on door_width.

Reference Geometry

The conceptual view can show nearby existing world geometry as a weak reference layer.

This is useful when:

  • continuing walls toward an existing staircase or shaft
  • aligning a dungeon blockout to already authored geometry
  • connecting generated dungeon spaces to hand-built world structures

Doors

Dungeon doors generate real geometry, not only billboards.

That means:

  • door panels are paintable in the editor
  • split doors can use two moving leaves
  • jambs and lintels are generated as normal geometry
  • the generated door can still be driven by an item handler such as Door Handler

Door panels support the configured open_mode, including:

  • Auto
  • Slide Up
  • Slide Down
  • Slide Left
  • Slide Right
  • Split Sides

At runtime, the generated door geometry is animated from item state.

Stairs

Stair tiles generate editable stair geometry directly into the map.

This includes:

  • stair treads
  • risers
  • optional stair ceilings when dungeon ceilings are enabled

Because the result is normal geometry, it can still be painted and refined with the existing tools.

Generated Geometry

Dungeon output is written as normal map geometry and tagged with provenance metadata.

That generated geometry can then be:

  • painted with tiles
  • detailed further with normal tools
  • connected to the rest of the world

Door panels use real geometry and can be painted like normal sectors.

Stair assemblies can also receive a shared source through the stair tile settings.

Texturing Workflow

Dungeon geometry is often hidden under terrain, roofs, or other authored world geometry.

For texturing and detailing, use the general Filter Geometry action:

  • All: normal editor view
  • Dungeon: show only dungeon-generated geometry
  • Dungeon No Ceiling: hide dungeon ceilings as well, so interior spaces stay visible

This is especially useful when painting dungeon walls, doors, and stair assemblies in 3D editor views.