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Sloped Ceilings & Floors
Sloped surfaces allow a sector’s floor or ceiling height to change gradually across its shape instead of remaining completely flat.
Every floor and ceiling surface has three relevant settings:
- Floor/Ceiling Height controls the surface’s starting height.
- Slope Direction controls the direction in which its height changes. (+X, -X, +Z, -Z)
- Slope Strength controls how steep the slope is.
A slope strength of 0 keeps the surface flat. Increasing the strength makes the height change more quickly across the sector.
The size of the sector also affects the total height difference. A slope applied across a long sector will produce a larger vertical change than the same slope applied across a short sector.
Create a sector normally, then right-click it to open its Inspector.
Find the floor / ceiling you want to modify and change its slope settings:
- Set the floor’s base Height.
- Select a Slope Direction.
- Increase the Slope Strength until the floor reaches the desired angle.
- Save the level and open the Runtime Editor to inspect the result.
The floor’s / ceiling's texture and colour work normally on a sloped surface.
Floor and ceiling slopes are configured separately. This means a sector can have:
- A sloped floor with a flat ceiling
- A flat floor with a sloped ceiling
- A floor and ceiling sloping in the same direction
- A floor and ceiling sloping in opposite directions
Tilky Engine uses the X and Z axes for the horizontal ground plane. The Y axis represents vertical height.
The available slope directions are:
| Direction | Effect |
|---|---|
| Plus X | The surface changes height towards positive X
|
| Minus X | The surface changes height towards negative X
|
| Plus Z | The surface changes height towards positive Z
|
| Minus Z | The surface changes height towards negative Z
|
If the slope rises in the wrong direction, select the opposite direction.
It may be difficult to understand these directions from the top-down Map Editor at first. The result becomes much clearer when you view the sector in the Runtime Editor.
A sloped sector can be placed between two sectors with different floor heights to create a ramp.
For example:
| Area | Floor height |
|---|---|
| Lower sector | 0 |
| Sloped sector | Changes from 0 to 20
|
| Upper sector | 20 |
The lower edge of the slope should meet the lower sector’s floor, while its raised edge should meet the upper sector’s floor.
If these heights do not line up, the player may encounter a step, gap, or collision problem where the sectors meet.
The floor must remain below the ceiling across the entire sector.
A sector may appear valid when looking only at its base floor and ceiling heights, but a strong slope can cause the two surfaces to intersect elsewhere in the sector.
For example, a floor that rises too far may pass through a flat ceiling. Two surfaces sloping towards each other can also make the room gradually become too short for the player.
Always inspect the entire sector in the Runtime Editor and ensure there is enough space between the floor and ceiling at both ends.
Every layer inside a sector can have its own floor and ceiling slopes.
Changing the slope of one layer does not automatically change the other layers. Check that sloped surfaces do not enter the rooms above or below them.
Slopes can also be used in surrounding sectors to connect rooms placed at different vertical heights.
The Map Editor displays the level from above, so it cannot show the full vertical shape of a slope.
Select the sector and use its Inspector to check the direction and strength. Afterwards, save the level and open the Runtime Editor to inspect.
If the surface slopes away from the intended destination, choose the opposite slope direction.
A high slope strength can produce a very steep surface or cause the floor and ceiling to intersect. Begin with a small value and increase it gradually.
The raised and lowered edges of a sloped floor should meet the floor heights of the surrounding sectors.
Remember that the floor’s highest point still needs enough space beneath the ceiling.
A slope’s direction and height difference can be difficult to judge from above. Always verify sloped geometry in the Runtime Editor.
Suggestion: Altough collisions work for sloped surfaces, it is adviced to only use them for visual purposes in places where entities can not reach