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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/ | ||