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

Posted: Tue Oct 09, 2012 2:02 pm
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...

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

Posted: Tue Oct 09, 2012 2:39 pm
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.
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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!

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

Posted: Tue Oct 09, 2012 3:13 pm
by crisman
Image

Here you go!
SpoilerShow
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! ;)

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

Posted: Tue Oct 09, 2012 3:27 pm
by Kuningas
Thanks, O' Alcove Gods. ; D

I'll put it to use right away!

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

Posted: Tue Oct 09, 2012 3:50 pm
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.

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

Posted: Tue Oct 09, 2012 3:54 pm
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

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

Posted: Tue Oct 09, 2012 3:58 pm
by crisman
Oh damn, my fault, that baseObject was another cloned object I made :( ... sorry
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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!

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

Posted: Tue Oct 09, 2012 4:07 pm
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

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

Posted: Tue Oct 09, 2012 5:14 pm
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.

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

Posted: Tue Oct 09, 2012 5:17 pm
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,
}