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tutorial:how-drawgroups-and-displaygroups-work

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tutorial:how-drawgroups-and-displaygroups-work [2025/02/26 01:24] admintutorial:how-drawgroups-and-displaygroups-work [2025/02/26 01:51] (current) admin
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 ====== How Drawgroups and DisplayGroups Work ====== ====== How Drawgroups and DisplayGroups Work ======
 +Authors: Thegreatgramcracker
 +
 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**), and in the case of collision, also include the groups inherited by the player standing on it for what they will have enabled (known as **Displaygroups**). The term "enabled" in this context means that it is both rendered and updated. If a part is not enabled, it is not drawn (rendered) by the game nor is it updated (for things such as playing animations, running AI/talk scripts, etc). 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. 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. However, it does use them in most legacy dungeons, and every game Demon's Souls onwards also uses the draw/display group system.+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**), and in the case of collision, also include the groups inherited by the player standing on it for what they will have enabled (known as **Displaygroups**).  
 + 
 +The term "enabled" in this context means that it is both rendered and updated. If a part is not enabled, it is not drawn (rendered) by the game nor is it updated (for things such as playing animations, running AI/talk scripts, etc).  
 + 
 +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.  
 + 
 +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.  
 + 
 +However, it does use them in most legacy dungeons, and every game Demon's Souls onwards also uses the draw/display group system.
  
 The easiest way to view these groups is in DSMapStudio/Smithbox. Click on any map part and go to your "Render Groups" window. You will see a big 32x4 matrix of checkboxes like this: The easiest way to view these groups is in DSMapStudio/Smithbox. Click on any map part and go to your "Render Groups" window. You will see a big 32x4 matrix of checkboxes like this:
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