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| ====== How Drawgroups and DisplayGroups Work ====== | ====== How Drawgroups and DisplayGroups Work ====== | ||
| + | Authors: Thegreatgramcracker | ||
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| TL;DR: Drawgroups are the groups that are used for drawing objects. Displaygroups are the groups you get from walking on collision which say which drawgroups to draw. | TL;DR: Drawgroups are the groups that are used for drawing objects. Displaygroups are the groups you get from walking on collision which say which drawgroups to draw. | ||
| - | Every part (map piece, collision, object, enemy, and player) in a map has it's own collections of groups used to determine if that part will be enabled based on the collision the player is standing (known as **Drawgroups**), | + | Every part (map piece, collision, object, enemy, and player) in a map has it's own collections of groups used to determine if that part will be enabled based on the collision the player is standing (known as **Drawgroups**), |
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| + | The term " | ||
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| + | Therefore, when editing maps, it is very important to match the groups of nearby parts when placing down new parts, in order to avoid issues with your edits not being displayed. | ||
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| + | It's also important to know for creating new maps if you wish to optimize how many things need to be loaded at a given time. Note that Elden Ring does **NOT** use this system of Drawgroups and Displaygroups for the overworld map, rather it loads things in chunks at different levels of detail based on the chunk you currently occupy. | ||
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| + | However, it does use them in most legacy dungeons, and every game Demon' | ||
| The easiest way to view these groups is in DSMapStudio/ | The easiest way to view these groups is in DSMapStudio/ | ||
| - | [{drawgroup_example.png}} | + | {{drawgroup_example.png}} |
| - | Likely if you clicked a map piece then you will see some checkboxes highlighted | + | Likely if you clicked a map piece then you will see some checkboxes highlighted green. If you clicked collision then you may see some highlighted red or yellow. These represent the bits of the objects 4 draw and display groups, each being 32 bits long. The actual values of the Drawgroups and Displaygroups in the part's properties are the 32 bit unsigned integer representation of these bits, but since we are more concerned with the individual bits, the " |
| This is what each symbol in this menu means: | This is what each symbol in this menu means: | ||
| * **Checkmark**: | * **Checkmark**: | ||
| - | * **##green|Green##**: Selected part has this bit in it's Drawgroups enabled. Use the "Get Draw" button to set your checkmarked bits to the bits that this object has set for it's drawgroups, and the " | + | * **Green**: Selected part has this bit in it's Drawgroups enabled. Use the "Get Draw" button to set your checkmarked bits to the bits that this object has set for it's drawgroups, and the " |
| - | * **##red|Red##**: Selected part has this bit in it's Displaygroups enabled. Use the "Get Disp" button to set your checkmarked bits to the bits that this object has set for it's displaygroups, | + | * **Red**: Selected part has this bit in it's Displaygroups enabled. Use the "Get Disp" button to set your checkmarked bits to the bits that this object has set for it's displaygroups, |
| - | * **##gold|Yellow##**: Selected part has this bit in both it's Drawgroups and Displaygroups enabled. | + | * **Yellow**: Selected part has this bit in both it's Drawgroups and Displaygroups enabled. |