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

Post by Komag »

Oh that's cool, I like the idea :)
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batupata
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by batupata »

Here's a small alcove that allows items to be placed on those stained glass recesses:
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Image

Code: Select all

defineObject{
	name = "stained_glass_alcove",
	class = "Alcove",
   anchorPos = vec(0, 0.9, 0),
   targetPos = vec(0, 0.9, 0),
	targetSize = vec(0.6, 0.3, 0.6),
	placement = "wall",
	replacesWall = false,
	editorIcon = 92,
}
I'm not very good with this alcove stuff, so every single item is centered and all types of items are allowed to be placed on these alcoves (probably easy fix) :D
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Neikun
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Neikun »

Oh man, awesome! I thought about doing that way back just before I got side tracked with the slimes.
I saw the model and said "This has a ledge. And where there's a ledge, there can be an alcove!" lol
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Brodie301
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Brodie301 »

How do you get Huder's ledge to work? Have model but no script.
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Neikun
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Neikun »

Code: Select all

defineObject{
	name = "wall_shelf",
	class = "Alcove",
	model = "mod_assets/models/ledge.fbx",
	replacesWall = false,
	anchorPos = vec(0, 0.87, -0.25),
	targetPos = vec(0,0.88,-0.25),
	targetSize = vec(0.6, 0.5, 0.6),
	placement = "wall",
	editorIcon = 8,
}
That's what mine looks like. My .model file is in my models folder. Also, I accidentally renamed the model as ledge.
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Brodie301
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Brodie301 »

Thanks! Like a charm
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Neikun
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Neikun »

The way I see a lockpicking system working in Grimrock with my new alcove is like this:

Because the lock behind the alcove still functions normally, you can have options for both a key and a lockpick to toggle the door.
So lets say you have the lock opened by an iron key, and the alcove only takes a lockpick.
If the player can't find the key, but has a lockpick, he can open the lock. There could be a radom chance that the lockpick breaks (Destroy the lock pick and have hudPrint("Your lockpick snapped")
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Neikun
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Neikun »

A note socket for Phitt's temple_bookshelf_01

Code: Select all

defineObject{
	name = "bookshelf_note_socket",
	class = "Alcove",
	anchorPos = vec(-0.79, 1.8, 0.13),
	anchorRotation = vec(0,90,270),
	targetPos = vec(-0.79, 1.78, 0.13),
	targetSize = vec(0.3, 0.3, 0.3),
	placement = "wall",
	onInsertItem = function(self, item)
		return item.name == "note" and self:getItemCount() == 0 
end,
	editorIcon = 8,
}
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Can you find it? :twisted:
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crisman
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by crisman »

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top left in the second from top ^_^
Really a good spot!
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Merethif
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Merethif »

Neikun wrote:A note socket for Phitt's temple_bookshelf_01
That blue book in upper right corner looks like a perfect spot to put a scroll on ;-)
Ant the book stacks in middle shelf seems like a perfect spot for a gem...

EDIT:
Oh, and Neikun. I think lockpicking may need a new thread. It's really good idea and your lock alcove seems perfect for that purpose.
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