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

Posted: Fri Nov 16, 2012 3:08 pm
by Brodie301
That link didn't work for me either. I just copy/pasted the pillar metal hook model from original assets.

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

Posted: Fri Nov 16, 2012 8:09 pm
by undeaddemon
So.. using the

model = "assets/models/env/metal_hook_pillar.fbx",

Leaves me with a hook that isn't "on" the wall.

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

Posted: Sat Nov 17, 2012 2:22 am
by Neikun
undeaddemon wrote:So.. using the

model = "assets/models/env/metal_hook_pillar.fbx",

Leaves me with a hook that isn't "on" the wall.
You can now edit it in the GMT no problem to translate it backwards.

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

Posted: Sat Nov 17, 2012 2:52 am
by Brodie301
I believe I changed the /env to a different model folder I had made like /decorations.

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

Posted: Wed Dec 12, 2012 4:57 am
by NickLavic
Daght wrote:
Grimwold wrote:You will need the hook_pillar_wall model that Crisman created, which was linked below (but doesn't seem to be there anymore).
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.
I can't find the file mod_assets/models/env/hook_pillar_wall.fbx on skydrive... :-/
The model is included in Merethif's Custom Shields Pack on GrimrockNexus, it's named shield_hook instead of hook_pillar_wall though.
http://grimrock.nexusmods.com/mods/67/? ... 67#content

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

Posted: Wed Dec 12, 2012 11:38 pm
by 3TiHwCrow
Hello everyone,
im totaly new and want to thank you for all the great alcoves

i had put them all in one objects.lua file and uploaded them here
:!: dont override your own objects.lua if it contains custom "stuff" :!:
https://www.box.com/s/xjaf0lii87tmksqkwk0g

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

Posted: Thu Dec 13, 2012 12:10 am
by msyblade
That is actually VERY helpful, 3TiHwCrow! I have probably half to 2/3rds of them, but spread out over three dungeons, so Thanx a lot!

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

Posted: Thu Dec 13, 2012 12:27 am
by 3TiHwCrow
im happy if its the case
just delete the stone ogre at the end if u dont have the model
and the chest at the beginning

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

Posted: Thu Dec 13, 2012 3:58 am
by Neikun
I suppose my link on the first post is broken by now. I keep meaning to upload it somewhere more solid. D:

EDIT: Link updated. :D

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

Posted: Fri Dec 28, 2012 3:49 am
by 3TiHwCrow
Dragon Gem Alcove with Fire from nose


thanks to all the great sripts i used to create this. (sry i dont remember which it was)

U can use this alcove to keep a gem. If the gem gets removed the nose begins to burn and a crackeling sound starts.

first add following lines to your objects.lua (found at C:\Users\ur name\Documents\Almost Human\Legend of Grimrock\Dungeons\ur dungeons name\mod_assets\scripts)
SpoilerShow
--dragon socket
defineObject{
name = "dragon_socket",
class = "Alcove",
anchorPos = vec(0.0, 1.49, 0.65),
targetPos = vec(0.0, 1.35, 0.35),
targetSize = vec(0.3, 0.3, 0.3),
placement = "wall",
onInsertItem = function(self, item)
return (item.name == "magic_orb" or item.name == "zhandul_orb" or

item.name == "machine_part_north") and self:getItemCount() == 0
end,
editorIcon = 92,
}

defineObject{
name = "dragon_socket_gem",
class = "Alcove",
anchorPos = vec(0.0, 1.49, 0.65),
targetPos = vec(0.0, 1.35, 0.35),
targetSize = vec(0.3, 0.3, 0.3),
placement = "wall",
onInsertItem = function(self, item)
return (item.name == "green_gem" or item.name == "red_gem" or

item.name == "blue_gem") and self:getItemCount() == 0
end,
editorIcon = 92,
}

defineObject{
name = "dragon_socket_flame_left",
class = "LightSource",
lightPosition = vec(0.15, 1.85, 1.33),
lightRange = 12,
lightColor = vec(0.7, 0.5, 0.5),
brightness = 10,
castShadow = true,
particleSystem = "torch", -- u can find other particle systems at http://www.grimrock.net/modding/list-of ... e-systems/
placement = "floor",
editorIcon = 88,
}

defineObject{
name = "dragon_socket_flame_right",
class = "LightSource",
lightPosition = vec(-0.15, 1.85, 1.33),
lightRange = 12,
lightColor = vec(0.7, 0.5, 0.5),
brightness = 10,
castShadow = true,
particleSystem = "torch",
placement = "floor",
editorIcon = 88,
}

defineSound{
name = "wall_lantern_crackling",
filename = "assets/samples/env/torch_burning_01.wav",
loop = true,
volume = 0.5,
minDistance = 2,
maxDistance = 6,
}
create a "dragon_statue" and the alcove "dragon_socket_gem" infront of it
create a lua script ineditor and put following lines in it
SpoilerShow
function gemdragon(entity, item)
for i in entity:containedItems() do
if i.name == item then
return true
end
end
end

function gemdragoncheck() -- edit the name dragon_socket_gem_1 to your alcove id
if gemdragon(dragon_socket_gem_1, "green_gem") ~= true then -- this means item was not found
playSoundAt("wall_lantern_crackling", dragon_statue_1.level, dragon_statue_1.x, dragon_statue_1.y, 1)
spawn("dragon_socket_flame_left", dragon_statue_1.level, dragon_statue_1.x, dragon_statue_1.y, 1)
spawn("dragon_socket_flame_right", dragon_statue_1.level, dragon_statue_1.x, dragon_statue_1.y, 1)
end
end
edit the name dragon_socket_gem_1 to your alcove id

-- to do
now it would be nice if the flame turn of if the gem is put back, hope someone comes up with something
every time u take the gem and/or put one in, the flames spawn (loop), so we have to destroy them somehow

screens
SpoilerShow
Image
Image
Image
Image

----- alternative -----
u can create the lightsources manually and than use the alcove to toggle the lights on and off. but u have to create a hidden switch infront of the room too, in order for the the lights to be off, when u enter the room. otherwise they will be already on, becouse i dont know how to create a deactivated lightsource