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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Neikun
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Re: (Object Assets) Empty Catacomb as Alcove and other alcov

Post by Neikun »

defineObject{
name = "shaft_mace",
class = "Item",
uiName = "Improvised Mace",
model = "assets/models/items/machine_part/machine_part_junk5.fbx",
skill = "maces",
requiredLevel = 3,
gfxIndex = 104,
attackPower = 29,
accuracy = -10,
coolDownTime = 5,
attackMethod = "meleeAttack",
attackSwipe = "vertical",
attackSound = "swipe_heavy",
impactSound = "impact_blunt",
weight = 15.0,
}
Here is the improvised shaft mace
Be sure to change the onInsertItem function so that it recognizes the new item.
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Merethif
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Re: (Object Assets) Empty Catacomb as Alcove and other alcov

Post by Merethif »

Neikun, these shaft sockets and shaft mace you've made, are looking really awesome. You're genius :-D
As you haven't post any pictures of your latest creation yet, I'm providing one below (hope you don't mind), because picture speaks louder than thousand words.
(To those who has just joined this thread: Yes, that piece sticking out can be picked up and used as a weapon!)
Image
And below some additional screenshots of the Dragon Mouth socket created by crisman (I think the frontal screenshot doesn't show fully how amazingly you've made it).
The orb sits nicely on the tongue, deep inside the dragon's mouth.
Image
Last edited by Merethif on Sat Oct 06, 2012 4:27 pm, edited 2 times in total.
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Neikun
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Re: (Object Assets) Empty Catacomb as Alcove and other alcov

Post by Neikun »

Thank you Merethif.
A bit of an oversight on my part. Thanks for showing everyone.
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crisman
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Re: (Object Assets) Empty Catacomb as Alcove and other alcov

Post by crisman »

thank you for the pics, I couldn't find a really good spot for taking them! :D
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crisman
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Re: (Object Assets) Empty Catacomb as Alcove and other alcov

Post by crisman »

crisman wrote:thank you for the pics, I couldn't find a really good spot for taking them! :D
EDIT: How are called the curtains in the editor??? I see one behind the dragon, I looked for them for ages but could not figure that out!
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Neikun
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Re: (Object Assets) Empty Catacomb as Alcove and other alcov

Post by Neikun »

gobelins
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crisman
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Re: (Object Assets) Empty Catacomb as Alcove and other alcov

Post by crisman »

Neikun wrote:gobelins
Thank you very much, I was getting crazy... ^_^
(never heard 'gobelin' in my entire life... :( )
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Neikun
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Re: (Object Assets) Empty Catacomb as Alcove and other alcov

Post by Neikun »

It's an older word. I had to look it up, too haha.

Oh, if you want a look at some of my source files, visit the Trials of Turnulsk cancellation thread.
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Jordan
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Re: (Object Assets) Empty Catacomb as Alcove and other alcov

Post by Jordan »

Great work guys, thank you.
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Re: (Object Assets) Empty Catacomb as Alcove and other alcov

Post by Neikun »

I'm finishing up a sword in a daemon head's mouth alcove now.
Here's an image to build anticipation.
Sorry it's taking long to get the script out to you guys. There are a lot of things that look good in a daemon head's mouth.
Image

EDIT: And now the scripting:

Code: Select all

defineObject{
	name = "mouth_socket_weapon",
	class = "Alcove",
	anchorPos = vec(0, 1.1, -0.38),
	anchorRotation = vec(0,90,0),
	targetPos = vec(0, 1.1, -0.38),
	targetSize = vec(0.3, 0.3, 0.3),
	placement = "wall",
	onInsertItem = function(self, item)
    	 local allowed = {"long_sword", "shaman_staff", "nex_sword", "dismantler", "lightning_blade",
                  "lightning_blade_empty", "legionary_spear", "fire_blade", "fire_blade_empty", "dagger", "whitewood_wand",
"ancient_axe", "great_axe", "torch", "torch_everburning", "arrow", "cold_arrow", "cold_quarrel", "fire_arrow", "fire_quarrel", "poison_arrow",
"poison_quarrel", "quarrel", "shock_arrow", "shock_quarrel", "assassin_dagger", "battle_axe","cudgel","fist_dagger", "knoffer",
"throwing_knife", "knife", "machete","shuriken","venom_edge", "venom_edge_empty", }
     for i = 1, #allowed do
       if item.name == allowed[i] then
          return item.name == allowed[i] and self:getItemCount() == 0
       end
     end   
end,
	editorIcon = 92,
}
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