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

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

Post by Batty »

That giant rock looks better than I'd expect it to. The ogre could do range attacks with that thing w/screen shake, it would totally rock! (sorry, had to do it).
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Neikun
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Neikun »

Just removing the normal map from rock_wall_tile_light fixes the lighting. However it is an alcove, so it's only accessible by one side. I'm working on making a statue blockage to go behind it right now.

The reason I chose to use rock_wall_tile_light instead of the rock texture is purely because the rock texture is very tiny.
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crisman
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by crisman »

Batty wrote:That giant rock looks better than I'd expect it to. The ogre could do range attacks with that thing w/screen shake, it would totally rock! (sorry, had to do it).
This reminds me TAAANK!!
Let's reverse the things: how cool would it be if the party could throw that boulder to an ogre?? XD
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Neikun
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Neikun »

crisman wrote:
Batty wrote:That giant rock looks better than I'd expect it to. The ogre could do range attacks with that thing w/screen shake, it would totally rock! (sorry, had to do it).
This reminds me TAAANK!!
Let's reverse the things: how cool would it be if the party could throw that boulder to an ogre?? XD
Easy enough, classify it as an item, away you go xD
uiName = "Big F'n' Rock",


Anyway, solved lighting, made a baseless statue.
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melierax
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by melierax »

Google translation

Hello :) I started a small project after your ideas on the subject Altar and Alcoves. It is a wooden table where you can place items up to 9 or more.
see the first image, left hanging lantern, the Skeleton training can also serve as gatekeeper and the last torch Skeleton.
On the second picture you can see the 9 items on the table that can serve as altar and also at the bottom of the piece two golden keys hanging on the wall.
I want to know what you think.
thank you
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Neikun
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Neikun »

..It took me a second, but Hey! It's my Clean Dungeon wallset haha

While I like the idea of your large table, it looks to be just a bit too large. I would personally make it a little smaller than the square it sits in.
I really like your idea to use an altar to fix the problem of the middle of the table.
Good work!
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melierax
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by melierax »

Yes I love your dungeon cleaned. Excellent work :D

This is not an altar made ​​objects in asset pack but a table model found on the Internet (free to use) reworked with 3ds max 9. Regarding the size of the table I could do better because for all these objects on the table, it took me eight alcoves and insert restrictions because x, y, x This is the result. I can shrink this table as I want but I can not put 9 items above maybe 3.
I could put the model and all scripts on the community site if anyone is interested and try to do something better or use it in one of their dungeon.
I'd be delighted
When do you think :?:

Melierax
P.S.
It may also be that I do not understand the meaning of your sentence because I do not really speak English and translation in Google can distort the meaning of what it really means. Sorry for this
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Neikun
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Neikun »

It's quite alright. I would like to see the source files, if you please.
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melierax
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by melierax »

This is all alcove
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defineObject{
name = "table_alcove_east_left",
class = "Alcove",
anchorPos = vec(-1, 0.85, 0.114),
anchorRotation = vec(0, 0, 0),
targetPos = vec(0, 0.87, 0.114),
targetSize = vec(0.5, 0.3, 0.9),
placement = "wall",
editorIcon = 92,
onInsertItem = function(self, item)
if self:getItemCount() == 1 then
return false
else
return true
end
end
}

defineObject{
name = "table_alcove_east_right",
class = "Alcove",
anchorPos = vec(1, 0.85, 0.114),
anchorRotation = vec(0, 0, 0),
targetPos = vec(0, 0.87, 0.114),
targetSize = vec(0.5, 0.3, 0.9),
placement = "wall",
editorIcon = 92,
onInsertItem = function(self, item)
if self:getItemCount() == 1 then
return false
else
return true
end
end
}
defineObject{
name = "table_alcove_west_left",
class = "Alcove",
anchorPos = vec(-1, 0.85, 0.114),
anchorRotation = vec(0, 0, 0),
targetPos = vec(0, 0.87, 0.114),
targetSize = vec(0.5, 0.3, 0.9),
placement = "wall",
editorIcon = 92,
onInsertItem = function(self, item)
if self:getItemCount() == 1 then
return false
else
return true
end
end
}

defineObject{
name = "table_alcove_west_right",
class = "Alcove",
anchorPos = vec(1, 0.85, 0.114),
anchorRotation = vec(0, 0, 0),
targetPos = vec(0, 0.87, 0.114),
targetSize = vec(0.5, 0.3, 0.9),
placement = "wall",
editorIcon = 92,
onInsertItem = function(self, item)
if self:getItemCount() == 1 then
return false
else
return true
end
end
}

defineObject{
name = "table_alcove_east",
class = "Alcove",
anchorPos = vec(0, 0.85, 0.114),
anchorRotation = vec(0, 0, 0),
targetPos = vec(0, 0.87, 0.114),
targetSize = vec(0.2, 0.2, 0.2),
placement = "wall",
editorIcon = 92,
}

defineObject{
name = "table_alcove_west",
class = "Alcove",
anchorPos = vec(0, 0.85, 0.114),
anchorRotation = vec(0,0, 0),
targetPos = vec(0, 0.87, 0.114),
targetSize = vec(0.2, 0.2, 0.2),
placement = "wall",
editorIcon = 92,
}
defineObject{
name = "table_alcove_north",
class = "Alcove",
anchorPos = vec(0, 0.85, -0.114),
anchorRotation = vec(0, 0, 0),
targetPos = vec(0, 0.87, -0.114),
targetSize = vec(0.2, 0.2, 0.2),
placement = "wall",
editorIcon = 92,
}
defineObject{
name = "table_alcove_south",
class = "Alcove",
anchorPos = vec(0, 0.85, -0.114),
anchorRotation = vec(0, 0, 0),
targetPos = vec(0, 0.87, -0.114),
targetSize = vec(0.2, 0.2, 0.2),
placement = "wall",
editorIcon = 92,
}
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melierax
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by melierax »

Sorry error

I try again
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