Kuningas wrote:
I can see it now, all we need is tables and pints o' foamy meadddd and we have Valhalla... An Alcove Deities' Valhalla!
I'm glad you all like those hanging shields.
Speaking of mead hall in Valhalla, I'm posting something I've done today (it's not about alcove, but since there's no custom items thread, I'm posting it here as a bonus to shield hook script. I hope you don't mind)
As soon as I finish custom icons for those shields I'll share DSS and scripts.
EDIT:
You can download textures, models and icons here:
http://ge.tt/8cPNsHP?c
The blue shield was slightly amended so it looks a bit different then on the screen shot above.
Icons look somewhat awkward though and at first glance those shields look like Easter eggs
Materials:
-- ROUND SHIELDS MATERIALS
defineMaterial{
name = "small_shield_ice",
diffuseMap = "mod_assets/textures/small_shield_ice_dif.tga",
specularMap = "assets/textures/items/small_shield_spec.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
defineMaterial{
name = "small_shield_fire",
diffuseMap = "mod_assets/textures/small_shield_fire_dif.tga",
specularMap = "assets/textures/items/small_shield_spec.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
Items:
-- ROUND SHIELDS
cloneObject{
name = "round_shield_ice",
baseObject = "round_shield",
uiName = "Blue shield",
model = "mod_assets/models/env/small_shield_ice.fbx",
gfxAtlas = "mod_assets/textures/custom_icon_atlas.tga",
gfxIndex = 0,
}
cloneObject{
name = "round_shield_fire",
baseObject = "round_shield",
uiName = "Red shield",
model = "mod_assets/models/env/small_shield_fire.fbx",
gfxAtlas = "mod_assets/textures/custom_icon_atlas.tga",
gfxIndex = 1,
}