The Custom Alcove Thread. (Neikun, Batty and Crisman)
Re: (Object Assets) Empty Catacomb as Alcove and other alcov
Well since this seems to be a thread for everything alcove related, you can put a secret door on top of a prison alcove, and have it hide the alcove without any clipping issues.
Re: (Object Assets) Empty Catacomb as Alcove and other alcov
Hint: eye socketscrisman wrote:Once I've tried to make a goromorg statue fourway acting like an alcove, for placing scrolls on it (if I recall correctly in the base game you can find a scroll on it once).
For some reasons the model shifted forward and it wasn't in the middle of a square anymore.
I should try that again...
Re: (Object Assets) Empty Catacomb as Alcove and other alcov
Batty, I've copied your stuff and it works fine except that it seems the script accepts ANY object to light the lanterns. When I fool around in the editor, I can put in a sling and still light one of the lanterns. At first, I thought the script lacked a "else"-parameter telling it to end if anything but a torch was inserted. I can't seem to fix it though. Thoughts?Batty wrote: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: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, }
Lastly, replace the logical lantern script. It's simpler now.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, }
Don't forget the visual lantern script from my previous post.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, }
Great work btw, and I'm quite new to scripting Grimrock so bear with me. I did manage to make some nice looking drainage floors with custom fires glowing far below and filling the room with smoke, so progress is being had.
Re: (Object Assets) Empty Catacomb as Alcove and other alcov
Now we need a fireplace model only...
"Challenge accepted" anyone - I even got a obj file for you
http://www.turbosquid.com/3d-models/fir ... obj/467670
Edit: we could go further: if you put down the fire alcove spawns with something behind the fire
"Challenge accepted" anyone - I even got a obj file for you
http://www.turbosquid.com/3d-models/fir ... obj/467670
Edit: we could go further: if you put down the fire alcove spawns with something behind the fire
Re: (Object Assets) Empty Catacomb as Alcove and other alcov
Yes, please! I want to use that exact effect and am not sure how to set it upcrisman wrote:Once I've tried to make a goromorg statue fourway acting like an alcove, for placing scrolls on it (if I recall correctly in the base game you can find a scroll on it once).
For some reasons the model shifted forward and it wasn't in the middle of a square anymore.
I should try that again...
Finished Dungeons - complete mods to play
Re: (Object Assets) Empty Catacomb as Alcove and other alcov
Some experiments with particle effects and alcoves:
SpoilerShow
SpoilerShow
Re: (Object Assets) Empty Catacomb as Alcove and other alcov
Try eye sockets on top of the goromorg.Komag wrote:Yes, please! I want to use that exact effect and am not sure how to set it upcrisman wrote:Once I've tried to make a goromorg statue fourway acting like an alcove, for placing scrolls on it (if I recall correctly in the base game you can find a scroll on it once).
For some reasons the model shifted forward and it wasn't in the middle of a square anymore.
I should try that again...
-Thanks, Petri
Oh that doesn't work as well as it should.
I think I'll modify a mouth socket for this one.
Neat idea that I don't have time to try before work: A sword stuck in the goromorg's hood.
Last edited by Neikun on Thu Oct 04, 2012 1:26 pm, edited 2 times in total.
"I'm okay with being referred to as a goddess."
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Re: (Object Assets) Empty Catacomb as Alcove and other alcov
I love the fire under the grate.flatline wrote:Some experiments with particle effects and alcoves:
SpoilerShowSpoilerShow
Hey, try it with a wall_drainage!
Not sure what the second one is supposed to be.
And elevator?
"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
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Re: (Object Assets) Empty Catacomb as Alcove and other alcov
A goromorg slot.
This is positioned so a scroll sits nicely on a wall goromorg's folded arms.
I don't have time right now to test other items, but I imagine a lot of items would fit nicely.
This is positioned so a scroll sits nicely on a wall goromorg's folded arms.
I don't have time right now to test other items, but I imagine a lot of items would fit nicely.
Code: Select all
defineObject{
name = "goromorg_slot",
class ="Alcove",
anchorPos = vec(0.02, 1.75, 0.12),
targetPos = vec(0,1.7, 0),
targetSize = vec(0.1, 0.8, 0.2),
placement = "wall",
replacesWall = false,
editorIcon = 92,
}
"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
Turn's out the model I've linked is priced $25 or so, so here's another free one in .3ds format that can be imported to blender.Blichew wrote:Now we need a fireplace model only...
"Challenge accepted" anyone - I even got a obj file for you
http://www.turbosquid.com/3d-models/fir ... obj/467670
Edit: we could go further: if you put down the fire alcove spawns with something behind the fire
http://www.turbosquid.com/3d-models/fre ... del/339206