[DONE]: Working treasure chests - v1.4

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Xanathar
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[DONE]: Working treasure chests - v1.4

Post by Xanathar »

Update 23-Jan-2013 - Version 1.4
  • Simplified setup - no need to update MAXLEVELS anymore
  • Requires latest version of LoG
  • Allows for dynamic creation of chests (see readme.txt)
  • Simplified chest declaration (not all fields are required, removed "activate" function in chests)



Update 21-Nov-2012 - Version 1.3
  • SharinaDarkstar's bug is fixed (I hope :D )
  • Has the option to use the darker version of the chest with the textures from germanny (a new kind of object called "treasure_chest_dark")
  • Has proper floor props (for the 3 basic wallsets, any extra wallset is up to you to provide ;)) so that you can put the chest on normal floors and not drainages - chest_floor_dungeon, chest_floor_prison, chest_floor_temple


Update 14-Nov-2012 - Mod updated to version 1.2

Version released on Nexus: http://grimrock.nexusmods.com/mods/108/

Includes:
  • Trapped chests
  • Locked chests
  • Mimics
[*] Supports breakable chests, Lands-of-Lore style
[*] If a chest is broke-open, with a custom chance contained items may break[/list]
[/list]

--------------------------------

http://www.youtube.com/watch?v=o0g6YC6i ... e=youtu.be

It opens/closes by clicking on its lock.
Still has no items, but probably is the least of the problems - tomorrow I'll try to play some tricks for that.

Credits: model taken from http://www.robinwood.com/Catalog/FreeSt ... Chest.html

How it's done:
currently it's a.. PIT! with an invisible model. The animated chest is really the pit trap-door. The clicking is done by a transparent, alpha tested, chest configured as a button which overlaps with the pit.
Last edited by Xanathar on Thu Jan 24, 2013 5:29 pm, edited 7 times in total.
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Merethif
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Re: Teaser for you people with the chest fetish

Post by Merethif »

Xanathar wrote:http://www.youtube.com/watch?v=o0g6YC6i ... e=youtu.be

It opens/closes by clicking on its lock.
Still has no items, but probably is the least of the problems - tomorrow I'll try to play some tricks for that.

Credits: model taken from http://www.robinwood.com/Catalog/FreeSt ... Chest.html

How it's done:
currently it's a.. PIT! with an invisible model. The animated chest is really the pit trap-door. The clicking is done by a transparent, alpha tested, chest configured as a button which overlaps with the pit.
Oh shiny!... but after reading the topic I though it's about some brawny ogre with fancy chest hair, lol.
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HaunterV
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Re: Teaser for you people with the chest fetish

Post by HaunterV »

a script can take the place of items actually being in the chest. just a "you got such n such" and port it in teh inventory.

edit: also, yes to hairy chested ogres!
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Neikun
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Re: Teaser for you people with the chest fetish

Post by Neikun »

Best way to have chest loot would perhaps be to spawn it during the opening. You could probably destroy the loot on close, too. Or perhaps it would be best to have chests that open only?
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Xanathar
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Re: WIP: Working treasure chests

Post by Xanathar »

ALPHA release, testers wanted:

https://www.dropbox.com/s/5mp35hf7aiyq3 ... stDemo.zip

Contains:
  • Playable dungeon of .. one room and one chest (not exactly complex :) )
  • Sources
I still want to work so that:
  • The chest could be easily be packaged and not as now a combination of a ton of different objects which complicates edit too much
  • Create a locked version [DONE!]
  • Create a trapped version [DONE!]
The implementation of the current version consists of:
  • A pit door as described in the original post
  • An invisible button, same as original post
  • A floor drainage to give a floor to the pit
  • An invisible blocker, to bounce back thrown items and avoid the party going over the pit
  • A scripting entity to bind everything together
As it's a big mess of objects and props, if anybody volunteers to test it and try to trick the system, it'd be appreciated ;)

Edit: Known bugs:
  • if one clicks on the chest with an item in the mouse cursor, this last one is lost - already fixed on my pc :)
Last edited by Xanathar on Sat Nov 10, 2012 6:37 pm, edited 1 time in total.
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crisman
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Re: WIP: Working treasure chests

Post by crisman »

I'm really curious to try it!
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montagneyaya
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Re: WIP: Working treasure chests

Post by montagneyaya »

It's a very good work, I am curious how you did the .model and .animation files ?
For the .model file you are certainly use the .obj file but how did you the .animation file ?
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Xanathar
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Re: WIP: Working treasure chests

Post by Xanathar »

The animation was done using my animation editor (link in the signature). In fact, the purpose of the chest was to test the editor :)
But it was a long and boring work.. I definitely need to do some additional feature in it to make it easier to do simple animations like these.
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montagneyaya
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Re: WIP: Working treasure chests

Post by montagneyaya »

Ok, thanks, but I don't understand how to use your Animation Editor (I begin with Blender, it use key frame and 3D preview) I see the time line, but not preview.
Is there a tutorial ?
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Merethif
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Re: WIP: Working treasure chests

Post by Merethif »

I've just tested the chest and it looks really good so far. The invisible blocker works a bit strange though. I understand the need of bouncing thrown items if chest is placed in dead-end tunnel, but when placed in the centre of the room this item blocking looks awkward. Especially since you can shoot/throw items over the regular altars.
I was wondering if it wouldn't be easier to turn a chest into a sort of "wall mounted" container using the model of Goromog statues prop with removed statue and a chest placed instead (the chest would fit it really nicely I suppose).
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