[WIP] Mine Tileset

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
Lmaoboat
Posts: 359
Joined: Wed Apr 11, 2012 8:55 pm

Re: [WIP] Mine Tileset

Post by Lmaoboat »

Neikun wrote:
JohnWordsworth wrote:LMAO! Why am I not surprised Neikun!? Do you see your cupboards and wardrobes around your home as 'alcoves' now too? ;)

The track colour is spot on now and I love the piles of rocks around.
My bed is an alcove with an insertItem just for me~
Pretty soon it's going to be alcove innuendo. "I'm gonna find out the z-value for your anchorPos, if you know what I mean!"
User avatar
Neikun
Posts: 2457
Joined: Thu Sep 13, 2012 1:06 pm
Location: New Brunswick, Canada
Contact:

Re: [WIP] Mine Tileset

Post by Neikun »

"I've never seen an anchorRotation like that before~" naw'wha'ahm'sayin'?
"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
  • Message me to join in!
User avatar
Trap
Posts: 67
Joined: Mon Sep 24, 2012 2:09 am

Re: [WIP] Mine Tileset

Post by Trap »

That Mine Cart into an Alcove statement cracked me up.. lol.. yeah this mine wallset and extras is looking really nice!
Lmaoboat
Posts: 359
Joined: Wed Apr 11, 2012 8:55 pm

Re: [WIP] Mine Tileset

Post by Lmaoboat »

Wish there was some way to make minecarts move. Maybe if you made a large minecart item that you couldn't pick up, and used a series of subtle offsets
EDIT:
Did a basic test of a timer moving a torch across the ground. Moving in small increments and a rapid pace shouldn't cause much of a performance problem, since one of the devs something about how it already updates every frame.
Last edited by Lmaoboat on Sun Oct 14, 2012 7:00 am, edited 2 times in total.
User avatar
King Semos
Posts: 123
Joined: Sun Apr 15, 2012 6:05 pm

Re: [WIP] Mine Tileset

Post by King Semos »

Wow, this is really cool. I can't wait for the finished product.
Lmaoboat
Posts: 359
Joined: Wed Apr 11, 2012 8:55 pm

Re: [WIP] Mine Tileset

Post by Lmaoboat »

Okay, so now I've made a generic item that uses the crate blockage model that smoothly moves across the room and can't be picked up.
Deadlylama
Posts: 22
Joined: Tue Oct 09, 2012 5:06 pm

Re: [WIP] Mine Tileset

Post by Deadlylama »

Lmaoboat wrote:Okay, so now I've made a generic item that uses the crate blockage model that smoothly moves across the room and can't be picked up.
A nice Idea to make a movable minecart! maybe it can then activate a special pressure plate later, or something like that

Also i really like this nice wallset!
Dungeon maker, scripter and modeling beginner
My first Wallset
Lmaoboat
Posts: 359
Joined: Wed Apr 11, 2012 8:55 pm

Re: [WIP] Mine Tileset

Post by Lmaoboat »

Deadlylama wrote:
Lmaoboat wrote:Okay, so now I've made a generic item that uses the crate blockage model that smoothly moves across the room and can't be picked up.
A nice Idea to make a movable minecart! maybe it can then activate a special pressure plate later, or something like that

Also i really like this nice wallset!
Tried to make it so a player could appear to ride in it, but I couldn't think of anyway to force the player to move non-square distances.
User avatar
Neikun
Posts: 2457
Joined: Thu Sep 13, 2012 1:06 pm
Location: New Brunswick, Canada
Contact:

Re: [WIP] Mine Tileset

Post by Neikun »

I was thinking you could attack it to make it push back a square.
Then I was thinking of doing a puzzle where you have to push the cart onto a pressureplate.
"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
  • Message me to join in!
Lmaoboat
Posts: 359
Joined: Wed Apr 11, 2012 8:55 pm

Re: [WIP] Mine Tileset

Post by Lmaoboat »

Or even a multi-level where you push it down pits.
Post Reply