The Custom Alcove Thread. (Neikun, Batty and Crisman)
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
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...
BASILEUS
Re: The Custom Alcove Thread. (Neikun, Batty and 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.
again, it works only for ornate keys, because I'm lazy and not wanted to test it with other keys...
@kuingas No, it's not done yet, but I was thinking of doing it!
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,
}
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,
}
@kuingas No, it's not done yet, but I was thinking of doing it!
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
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,
}
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,
}
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
Thanks, O' Alcove Gods. ; D
I'll put it to use right away!
I'll put it to use right away!
BASILEUS
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
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.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.again, it works only for ornate keys, because I'm lazy and not wanted to test it with other keys...SpoilerShowcloneObject{
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,
}
@kuingas No, it's not done yet, but I was thinking of doing it!
Do you have a definition of that alcove object you could post? Would be great. Thanks.
Puzzle Frameworks - http://www.grimrock.net/forum/viewtopic.php?f=14&t=4564
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
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
Finished Dungeons - complete mods to play
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
Oh damn, my fault, that baseObject was another cloned object I made ... sorry
here's the right one! Now it should be fine!
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,
}
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,
}
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
awesome. Thanks for that. it works like a charmcrisman wrote:Oh damn, my fault, that baseObject was another cloned object I made ... sorry
here's the right one! Now it should be fine!SpoilerShowdefineObject{
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,
}
Puzzle Frameworks - http://www.grimrock.net/forum/viewtopic.php?f=14&t=4564
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
Every time you're updating this thread I have to redo my dungeon.
For that.... I thank you
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.
For that.... I thank you
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.
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- Posts: 22
- Joined: Tue Oct 09, 2012 5:06 pm
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
I made another demon head alcove, this time for feeding it with gems, orbs or rocks ( )
images:
code:
images:
SpoilerShow
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,
}
Dungeon maker, scripter and modeling beginner
My first Wallset
My first Wallset