The Custom Alcove Thread. (Neikun, Batty and Crisman)

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Kuningas
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Location: Northern Finland

Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Kuningas »

Have you done a wall drainage alcove yet, by the way? That floor drainage reminded me of it. I always checked them in the game, even though they never had anything...
BASILEUS
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crisman
Posts: 305
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Location: Italy

Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by crisman »

Sorry I haven't put it on online yesterday, I had a problem. But here you go now!
https://skydrive.live.com/redir?resid=7 ... 14E98!5304
Ok, from here you can download the model file.
SpoilerShow
cloneObject{
name = "hook_pillar_wall",
baseObject = "wall_hook_alcove",
model = "mod_assets/models/env/hook_pillar_wall.fbx",
anchorPos = vec(0, 1.55, -0.1),
anchorRotation = vec(90, 0, 90),
targetPos = vec(0, 1.6, 0),
targetSize = vec(0.2, 0.2, 0.2),
onInsertItem = function (self, item)
return item.name == "ornate_key" and self:getItemCount() == 0
end,
}
again, it works only for ornate keys, because I'm lazy and not wanted to test it with other keys... :mrgreen:
@kuingas No, it's not done yet, but I was thinking of doing it!
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crisman
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Location: Italy

Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by crisman »

Image

Here you go!
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defineObject{
name = "dungeon_wall_drainage_alcove",
model = "assets/models/env/dungeon_wall_drainage.fbx",
class = "Alcove",
anchorPos = vec(0, 0.00, 0.5),
targetPos = vec(0, 0.1, 0),
targetSize = vec(0.3, 0.2, 0.1),
placement = "wall",
replacesWall = true,
editorIcon = 92,
}
I'm a bit in hurry, so it's not exactly perfect, you can put in everything. I'll tweak in that way -maybe- later! ;)
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Kuningas
Posts: 268
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Location: Northern Finland

Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Kuningas »

Thanks, O' Alcove Gods. ; D

I'll put it to use right away!
BASILEUS
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Grimwold
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Joined: Thu Sep 13, 2012 11:45 pm
Location: A Dungeon somewhere in the UK

Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Grimwold »

crisman wrote:Sorry I haven't put it on online yesterday, I had a problem. But here you go now!
https://skydrive.live.com/redir?resid=7 ... 14E98!5304
Ok, from here you can download the model file.
SpoilerShow
cloneObject{
name = "hook_pillar_wall",
baseObject = "wall_hook_alcove",
model = "mod_assets/models/env/hook_pillar_wall.fbx",
anchorPos = vec(0, 1.55, -0.1),
anchorRotation = vec(90, 0, 90),
targetPos = vec(0, 1.6, 0),
targetSize = vec(0.2, 0.2, 0.2),
onInsertItem = function (self, item)
return item.name == "ornate_key" and self:getItemCount() == 0
end,
}
again, it works only for ornate keys, because I'm lazy and not wanted to test it with other keys... :mrgreen:
@kuingas No, it's not done yet, but I was thinking of doing it!
I wanted to give this a try, but this alcove is a clone of "wall_hook_alcove" and I can't seem to find the definition for that. it's probably in the thread but I've run searches and scanned through the last few pages, but can't just see it.
Do you have a definition of that alcove object you could post? Would be great. Thanks.
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Komag
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Location: Boston, USA

Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Komag »

At some point, when you guys are ready, you'll have to release a big custom alcove script that we all can just plug in and have the whole array of alcoves ready to work with :D
Finished Dungeons - complete mods to play
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crisman
Posts: 305
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Location: Italy

Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by crisman »

Oh damn, my fault, that baseObject was another cloned object I made :( ... sorry
SpoilerShow
defineObject{
name = "hook_pillar_wall",
class = "Alcove",
model = "mod_assets/models/env/hook_pillar_wall.fbx",
anchorPos = vec(0, 1.55, -0.1),
anchorRotation = vec(90, 0, 90),
targetPos = vec(0, 1.6, 0),
targetSize = vec(0.2, 0.2, 0.2),
placement = "wall",
replaceWall = false,
editorIcon = 92,
onInsertItem = function (self, item)
return item.name == "ornate_key" and self:getItemCount() == 0
end,
}
here's the right one! Now it should be fine!
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Grimwold
Posts: 511
Joined: Thu Sep 13, 2012 11:45 pm
Location: A Dungeon somewhere in the UK

Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Grimwold »

crisman wrote:Oh damn, my fault, that baseObject was another cloned object I made :( ... sorry
SpoilerShow
defineObject{
name = "hook_pillar_wall",
class = "Alcove",
model = "mod_assets/models/env/hook_pillar_wall.fbx",
anchorPos = vec(0, 1.55, -0.1),
anchorRotation = vec(90, 0, 90),
targetPos = vec(0, 1.6, 0),
targetSize = vec(0.2, 0.2, 0.2),
placement = "wall",
replaceWall = false,
editorIcon = 92,
onInsertItem = function (self, item)
return item.name == "ornate_key" and self:getItemCount() == 0
end,
}
here's the right one! Now it should be fine!
awesome. Thanks for that. it works like a charm
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Merethif
Posts: 274
Joined: Tue Apr 24, 2012 1:58 pm
Location: Poland

Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Merethif »

Every time you're updating this thread I have to redo my dungeon.
For that.... I thank you :-D

BTW I guess fishing rod have to be added as custom item now - for retrieving those keys from the drainage. This or a fire poker.
Deadlylama
Posts: 22
Joined: Tue Oct 09, 2012 5:06 pm

Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Deadlylama »

I made another demon head alcove, this time for feeding it with gems, orbs or rocks ( :lol: )

images:
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Image
Image
code:

Code: Select all

defineObject{
      name = "custom_daemon_head_alcove",
      class = "Alcove",
      anchorPos = vec(0, 1, -0.4),
      targetPos = vec(0, 1, 0),
      targetSize = vec(0.3, 0.3, 0.3),
      model = "assets/models/env/daemon_head.fbx",
	  
	  onInsertItem = function(self, item)
return item.name == "rock" and self:getItemCount() == 0
    or item.name == "red_gem" and self:getItemCount() == 0
    or item.name == "blue_gem" and self:getItemCount() == 0
    or item.name == "golden_orb" and self:getItemCount() == 0
    or item.name == "magic_orb" and self:getItemCount() == 0
    or item.name == "zhandul_orb" and self:getItemCount() == 0
    end,
	   
      placement = "wall",
      replacesWall = false,
      editorIcon = 92,
}
Dungeon maker, scripter and modeling beginner
My first Wallset
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