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

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
Periodiko
Posts: 19
Joined: Fri Oct 19, 2012 2:45 am

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

Post by Periodiko »

Amazing.
User avatar
Komag
Posts: 3658
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

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

Post by Komag »

I think that "amazing" was in reference to the ridiculous spam post (which I since nuked) :P
Finished Dungeons - complete mods to play
User avatar
undeaddemon
Posts: 157
Joined: Fri Mar 02, 2012 3:38 pm

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

Post by undeaddemon »

Wall Hooks For Bows -

So.. I really could use some wall hooks that are closer together....?
Good: Not So Good: Thanks..

Code: Select all


defineObject{
	name = "wall_hook_bow_alcove",
	class = "Alcove",
	anchorPos = vec(0, 1.37, -0.09),
	anchorRotation = vec(90, -4, 0),
	targetPos = vec(0, 1.50, -0.1),
	targetSize = vec(0.6, 0.5, 0.6),
	model = "assets/models/env/metal_hooks_wall.fbx",
	onInsertItem = function(self, item)
     local allowed = {"longbow", "short_bow"}
     for i = 1, #allowed do
       if item.name == allowed[i] then
          return item.name == allowed[i] and self:getItemCount() == 0
       end
     end   
end,
   placement = "wall",
   replacesWall = false,
   editorIcon = 92,
}
User avatar
undeaddemon
Posts: 157
Joined: Fri Mar 02, 2012 3:38 pm

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

Post by undeaddemon »

Obviously its armature hour - for building links into forum posts...
User avatar
Brodie301
Posts: 286
Joined: Sun Apr 08, 2012 6:00 pm
Location: Mississippi, USA

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

Post by Brodie301 »

I can't link to pics
The FORCE is with me!!!
User avatar
crisman
Posts: 305
Joined: Sat Sep 22, 2012 9:23 pm
Location: Italy

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

Post by crisman »

I've seen the table right now, it looks fantastic :D
I must try it!
Even the bow alcove looks neat, but you should take away the short bow since it doesn't fit in very well! ;)
User avatar
Neikun
Posts: 2457
Joined: Thu Sep 13, 2012 1:06 pm
Location: New Brunswick, Canada
Contact:

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

Post by Neikun »

You just need to put them in IMG brackets.
SpoilerShow
Image
SpoilerShow
Image
I like the concept. Might only work with the Crookhorn.
"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
undeaddemon
Posts: 157
Joined: Fri Mar 02, 2012 3:38 pm

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

Post by undeaddemon »

That was my point.... if someone could just move those hooks a lil closer together... the short bow could work too.,,,
User avatar
Neikun
Posts: 2457
Joined: Thu Sep 13, 2012 1:06 pm
Location: New Brunswick, Canada
Contact:

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

Post by Neikun »

Or perhaps you could hang the bow off only one of the hooks?
Then you could have one thing on each of the hooks.
"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
Daght
Posts: 146
Joined: Sun Apr 15, 2012 12:28 pm
Location: Italy

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

Post by Daght »

Grimwold wrote:My first alcove... hope it's not something that's been done before... I only changed a couple of lines, the bulk of the object is cloned from the key hook by Crisman.

Image

Code: Select all

defineObject{
  name = "note_hook",
  class = "Alcove",
  model = "mod_assets/models/env/hook_pillar_wall.fbx",
  anchorPos = vec(0, 1.55, -0.1),
  anchorRotation = vec(90, 0, 0),
  targetPos = vec(0, 1.6, 0),
  targetSize = vec(0.2, 0.2, 0.2),
  placement = "wall",
  replaceWall = false,
  editorIcon = 92,
  onInsertItem = function (self, item)
    return item.name == "note" and self:getItemCount() == 0
  end,
}
You will need the hook_pillar_wall model that Crisman created, which was linked below (but doesn't seem to be there anymore).
crisman wrote:Sorry I haven't put it on online yesterday, I had a problem. But here you go now!
https://skydrive.live.com/redir?resid=7 ... 14E98!5304
Ok, from here you can download the model file.
I can't find the file mod_assets/models/env/hook_pillar_wall.fbx on skydrive... :-/
If we do not end the war, the war will end us.
Post Reply