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 tilesheight: wall height and ceiling offset abovefloor_basefloors: whether generated dungeon geometry creates floor sectorsceilings: whether generated dungeon geometry creates ceiling sectorsstandalone: 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 tilesdoor_depth: thickness of the generated door paneldoor_height: height of the moving door panelopen_mode: how the runtime door opensitem: 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.Repeatis the normal mode,Scalestretches 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 spacesun_enabled: override sun lighting inside the dungeonshadow_enabled: override sun shadows inside the dungeonfog_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.
Navigation
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:
AutoSlide UpSlide DownSlide LeftSlide RightSplit 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 viewDungeon: show only dungeon-generated geometryDungeon 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.