The Custom Alcove Thread. (Neikun, Batty and Crisman)
Re: (Object Assets) Empty Catacomb as Alcove and other alcov
That is beyond me. Besides, the statue's items are larger that the actual items. -except for the helmet, thankfully.
I'll probably finish the spear tomorrow. But I'll start on it right now.
I'll probably finish the spear tomorrow. But I'll start on it right now.
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
Re: (Object Assets) Empty Catacomb as Alcove and other alcov
That is awesome! The helmet looks perfect!
Re: (Object Assets) Empty Catacomb as Alcove and other alcov
That's cause I spent over an entire half hour tweaking the position :3Batty wrote:That is awesome! The helmet looks perfect!
well plus the time in the rough positioning.
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
Re: (Object Assets) Empty Catacomb as Alcove and other alcov
I've tried with the spear, but it's too short compared to the one of the statue.
The shield fits almost perfectly.
I've borrowed from you the script of the helmet alcove
Hope you don't mind!
The shield fits almost perfectly.
I've borrowed from you the script of the helmet alcove
Hope you don't mind!
SpoilerShow
defineObject{
name = "statue_alcove_spear_spear",
class = "Alcove",
anchorPos = vec(-0.354, 1.75, -0.0475),
anchorRotation = vec(145,-5.5,-99.11),
targetPos = vec(-0.4,1.55, 0.0),
targetSize = vec(0.1, 0.8, 0.2),
model = "assets/models/env/temple_gladiator_statue_spear.fbx",
onInsertItem = function(self, item)
return item.name == "legionary_spear" and self:getItemCount() == 0
end,
placement = "wall",
replacesWall = true,
editorIcon = 92,
}
name = "statue_alcove_spear_spear",
class = "Alcove",
anchorPos = vec(-0.354, 1.75, -0.0475),
anchorRotation = vec(145,-5.5,-99.11),
targetPos = vec(-0.4,1.55, 0.0),
targetSize = vec(0.1, 0.8, 0.2),
model = "assets/models/env/temple_gladiator_statue_spear.fbx",
onInsertItem = function(self, item)
return item.name == "legionary_spear" and self:getItemCount() == 0
end,
placement = "wall",
replacesWall = true,
editorIcon = 92,
}
SpoilerShow
defineObject{
name = "statue_alcove_spear_shield",
class = "Alcove",
anchorPos = vec(0.36, 1.53, 0.05),
anchorRotation = vec(145,4.5,-91),
targetPos = vec(0.4,1.55, 0.0),
targetSize = vec(0.18, 0.5, 0.2),
model = "assets/models/env/temple_gladiator_statue_spear.fbx",
onInsertItem = function(self, item)
return item.name == "legionary_shield" and self:getItemCount() == 0
end,
placement = "wall",
replacesWall = true,
editorIcon = 92,
}
name = "statue_alcove_spear_shield",
class = "Alcove",
anchorPos = vec(0.36, 1.53, 0.05),
anchorRotation = vec(145,4.5,-91),
targetPos = vec(0.4,1.55, 0.0),
targetSize = vec(0.18, 0.5, 0.2),
model = "assets/models/env/temple_gladiator_statue_spear.fbx",
onInsertItem = function(self, item)
return item.name == "legionary_shield" and self:getItemCount() == 0
end,
placement = "wall",
replacesWall = true,
editorIcon = 92,
}
Re: (Object Assets) Empty Catacomb as Alcove and other alcov
lol every dungeon is gonna have a "replace my gear to proceed" puzzle.
I don't know how Neikun keeps coming up with new ideas.
I don't know how Neikun keeps coming up with new ideas.
Re: (Object Assets) Empty Catacomb as Alcove and other alcov
Oh good job with the spear. you did a better job than I did.
My rotation was: anchorRotation = vec(190,185,81.0),
My rotation was: anchorRotation = vec(190,185,81.0),
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
Re: (Object Assets) Empty Catacomb as Alcove and other alcov
This one is inspired entirely by a puzzle in Daght's mod, Distant voices.Batty wrote:lol every dungeon is gonna have a "replace my gear to proceed" puzzle.
I don't know how Neikun keeps coming up with new ideas.
Also someone showed me anchorRotation and I've just been putting it everywhere lol
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
Re: (Object Assets) Empty Catacomb as Alcove and other alcov
Wall Lanterns Resurrected
Ignore the previous wall lantern solution as it doesn't work outside the editor. The lanterns you light don't survive save games because they were created via FX when I should have used objects instead. So, here is the revised fully functioning and simpler solution:
Define 4 LightSource objects - one for each facing position. The only difference between the four is the name and lightPosition. This has to be done because the convenient FX translate() function doesn't work with LightSource objects. They can't be moved. You also need to define a sound object:
Lastly, replace the logical lantern script. It's simpler now.
Don't forget the visual lantern script from my previous post.
I also added a new feature you can see at the end of a demo vid I put on the tube:
Wall Lanterns Resurrected
Ignore the previous wall lantern solution as it doesn't work outside the editor. The lanterns you light don't survive save games because they were created via FX when I should have used objects instead. So, here is the revised fully functioning and simpler solution:
Code: Select all
defineObject{
name = "wall_lantern_fx_3",
class = "LightSource",
lightPosition = vec(-1.18, 1.85, 0),
lightRange = 12,
lightColor = vec(0.7, 0.5, 0.5),
brightness = 10,
castShadow = true,
particleSystem = "torch",
placement = "floor",
editorIcon = 88,
}
defineObject{
name = "wall_lantern_fx_2",
class = "LightSource",
lightPosition = vec(0, 1.85, -1.18),
lightRange = 12,
lightColor = vec(0.7, 0.5, 0.5),
brightness = 10,
castShadow = true,
particleSystem = "torch",
placement = "floor",
editorIcon = 88,
}
defineObject{
name = "wall_lantern_fx_1",
class = "LightSource",
lightPosition = vec(1.18, 1.85, 0),
lightRange = 12,
lightColor = vec(0.7, 0.5, 0.5),
brightness = 10,
castShadow = true,
particleSystem = "torch",
placement = "floor",
editorIcon = 88,
}
defineObject{
name = "wall_lantern_fx_0",
class = "LightSource",
lightPosition = vec(0, 1.85, 1.18),
lightRange = 12,
lightColor = vec(0.7, 0.5, 0.5),
brightness = 10,
castShadow = true,
particleSystem = "torch",
placement = "floor",
editorIcon = 88,
}
Code: Select all
defineSound{
name = "wall_lantern_crackling",
filename = "assets/samples/env/torch_burning_01.wav",
loop = true,
volume = 0.5,
minDistance = 2,
maxDistance = 6,
}
Code: Select all
defineObject{
name = "wall_lantern_logical",
class = "Alcove",
anchorPos = vec(0, 1.65, 0),
targetPos = vec(0, 1.65, 0),
targetSize = vec(0.2, 0.2, 0.2),
onInsertItem = function(self, item)
if item.name == "torch" or "everlasting_torch" then
spawn("wall_lantern_fx_"..self.facing, self.level, self.x, self.y, 0)
playSoundAt("wall_lantern_crackling", self.level, self.x, self.y)
self:destroy()
end
end,
placement = "wall",
replacesWall = false,
editorIcon = 84,
}
I also added a new feature you can see at the end of a demo vid I put on the tube:
Wall Lanterns Resurrected
Last edited by Batty on Wed Oct 03, 2012 5:42 am, edited 3 times in total.
Re: (Object Assets) Empty Catacomb as Alcove and other alcov
Have you figured out a way to make lighting the lanterns consume extra fuel from the torch?
Also, I liked the bit with the fireball lighting.
I'm getting the sneaking suspicion that anything at all that you might want to do in the game can be handled by alcoves.
Also, I liked the bit with the fireball lighting.
I'm getting the sneaking suspicion that anything at all that you might want to do in the game can be handled by alcoves.
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
Re: (Object Assets) Empty Catacomb as Alcove and other alcov
No, because there's no way to access fuel amount of torches. There's still the problem of burnt out torches lighting the lanterns. That would be a cool feature!Neikun wrote:Have you figured out a way to make lighting the lanterns consume extra fuel from the torch?
Also, I liked the bit with the fireball lighting.
I'm getting the sneaking suspicion that anything at all that you might want to do in the game can be handled by alcoves.