The Custom Alcove Thread. (Neikun, Batty and Crisman)

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Billick
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Billick »

A big thumbs up for this thread. I'm definitely going to try to incorporate some of these great alcoves into my dungeon!
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Neikun
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Neikun »

Deadlylama wrote:
Neikun wrote:I've started compiling the in-game model alcoves into a single .lua file
I have to go to work now, so I'll put it up later.
There are 24 alcoves in it.
does this file contain all (or most) of the alcoves in this topic?
There's all found in this thread, yes.
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Neikun
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Neikun »

The non-model compilation of 24 alcoves have now been included in the first post.

NOTE: I left out Batty's torch holder alcoves as they're a game effect all in themselves, they have multiple .lua file placements, I was unsure if it was completed/ which version I should use.

Batty, if you could post the complete version (if you ever got it to work just right) I will look into getting it into a more easily accessible place.
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Brodie301
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Brodie301 »

Are you gonna have file available anywhere else?
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Neikun
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Neikun »

Are you having trouble with 4shared?
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Brodie301
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Brodie301 »

Yeah its asking for a signup. If not i'll copy/paste from thread like you and Grimwold taught me last night.
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Neikun »

hmm it just doesn't seem nexus worthy to me yet.
I'll see what I can do to help.

EDIT: I've changed the link so anyone can download it.
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Batty »

Neikun wrote:Batty, if you could post the complete version (if you ever got it to work just right) I will look into getting it into a more easily accessible place.
complete version:

Code: Select all

    defineObject{
          name = "wall_lantern_visual",
          class = "Alcove",
          anchorPos = vec(0, 0, 0),
          targetPos = vec(0, 0, 0),
          targetSize = vec(0, 0, 0),
          model = "assets/models/env/wall_lantern.fbx",
          placement = "wall",
          replacesWall = false,
          editorIcon = 92,
    }

    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 item.name == "torch_everburning" 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,
    }

    defineSound{
           name = "wall_lantern_crackling",
           filename = "assets/samples/env/torch_burning_01.wav",
           loop = true,
           volume = 0.5,
           minDistance = 2,
           maxDistance = 6,
    }

    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,
    }
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Brodie301
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Brodie301 »

TY!!!
You guys are awesome, so fast.
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Szragodesca
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Szragodesca »

Neikun wrote:I want to make this thread easier to reference, but since it's mostly images and code, it'd be kinda hard. Anyone have some suggested layouts?
SpoilerShow
Spoilers are kinda large D:
Does is make sense to categorize by logical alcove and physical alcove?
B: Yes, that does make sense. You could also quote your definition of the difference in the area where logical/physical is referenced.

A: Either place the images and code for each within its own spoiler which, as you stated, is rather large. . . Or, separate using two spoilers (one for Logical and one for Physical) in which you link directly to the post containing the description/code and images.

Since you have a count in the 20's, I'd say now is a good time to set up a Waltar Identification system, and then you can use that as a reference on the wiki. Since you also differentiate between Physical and Logical, I'd say start the numbers with a letter indicating which list it belongs in (e.g. p1: Lower Crypt Shelf). As I've never contributed to a wiki, I don't know what's possible on it. . . However, suggestion below.

On the wiki, I'd recommend a page with the overall download as well as the description/list of Waltar ID's (a number and descriptive name, e.g. 19: Shield Hook). Then on the page for Physical Waltars you have a table with 3 columns. First column has the Waltar ID and Editor name, such as "19: shield_hook_alcove". Second column has a short description of the Waltar and what it does or how it is used. Third column has an image (or image cycle) of the Waltar in use, reduced to a moderately visible size that doesn't cause stretching issues. This provides a visual reference, and if someone wants the full-size image you have it linked to where the image is hosted. Do the same thing for Logical Waltars.

As an alternative, you can also have the first column act as a link to the forum post where the code for that particular Waltar is given, just in case someone doesn't want to dl the whole pack (weirdos). :roll:
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