[Models] Captivated by Captive

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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BuzzJ
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Re: [Models] Captivated by Captive

Post by BuzzJ »

It's actually not perfectly seamless because I couldn't figure out a truly repeating pattern, but given a truly repeating pattern within a tile, yes, simply extruding downwards at the edges and deleted the side faces to make interconnected "canals" would work.
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BuzzJ
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Re: [Models] Captivated by Captive

Post by BuzzJ »

Okay. So I've added in reskins for the lights with different color parameters, giving me 4 different options: green, red, yellow, and white. Not sure what I'll use yellow or white for, but I had a texture around so now its implemented. I think I will probably implement a script to destroy all lights and instantly replace them with red lights to simulate "emergency status" triggered by an event like any other event. But that will be much later, when I get around to making this tileset an actual mod, which will come after I understand how to strip down the stock GUI and then program an entirely new GUI for inventory, skills, interface, everything. In short, later.

For now I am working on implementing an alcove. I know how to do that now, with positioning and everything, so no worries about advice on that end.

But, for future reference, please tell (or refer to a good guide) me everything that I need to know about doors. I'm going to be forced to implement something like 4-5 different types of doors, with animations, so anything you could tell me would be great.

Also, I'm interested in scripting in a custom "flicker" feature for the lights to make them more punlsating electic bulb-like; when I figure out how I'll post updates.

also:

PROTIP: saving time when configuring colors in Grimrock

Grimrock refers to colors as RGB "(R, G, B)", so instead of blindly mucking with these to get a desired color, just pick a color from your photoshop type program and get the numerical proportions from there. The absolute values for these are irrelevant, only their proportion to each other. So (155, 250, 137) is identical to (1.55, 2.50, 1.37). Also, if you want less deep colors, say a lighter shade of green, just add more red and blue because (1, 1, 1) is white; so (0.5, 1, 0.5) is a much paler green than (0, 1, 0) which is crazy green, green

Anyways, looking forward to any and all advice.
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BuzzJ
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Re: [Models] Captivated by Captive

Post by BuzzJ »

Okay, I actually don't understand how alcoves work. I understand that I have 3 parameters, but I've been fiddling about, and I can't say I understand what those parameters DO.

defineObject{
name = "CaptiveAlcove001",
class = "Alcove",
model = "mod_assets/models/CaptiveAlcove001.fbx",
replacesWall = false,
anchorPos = vec(0, 0.85, 0.2),
targetPos = vec(0,1.3,0),
targetSize = vec(0.6, 0.5, 0.6),
placement = "wall",
editorIcon = 8,
}

what I'm trying to do is raise on the Y axis the placement of the item into the alcove and the clickable area. Adjusting those parameters does change the clickable area, but not move the item placement. Any ideas?
Lyverbe
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Re: [Models] Captivated by Captive

Post by Lyverbe »

BuzzJ wrote:wow. I just realized that it was possible that there are people out there that hadn't heard of Captive. It was epic in so many ways. And it is probably still the most technically complex dungeon crawler to date.
Captive was one of the finest DM clone. I've been working on my Captive website http://captive.atari.org for the last 6 years and still update it monthly.

If we could get a Grimrock version of it, it would be cool!
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Komag
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Re: [Models] Captivated by Captive

Post by Komag »

anchorPos is indeed the object placement, in x,y,z left hand space, meaning x is left and right, y is up and down, and z is forward and back. So increase the middle number to raise the item. You should usually match the targetPos to the anchorPos exactly.
Finished Dungeons - complete mods to play
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BuzzJ
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Re: [Models] Captivated by Captive

Post by BuzzJ »

Yup! that did it. Thanks for your continued help and patience. I know that I am basically asking help every step of the way, but I really appreciate it.
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Neikun
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Re: [Models] Captivated by Captive

Post by Neikun »

You'll find this community to be very supportive. Most of us were in your shoes back in September or later!
"I'm okay with being referred to as a goddess."
Community Model Request Thread
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BuzzJ
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Re: [Models] Captivated by Captive

Post by BuzzJ »

I don't want to be pushy, but let me repeat: "But, for future reference, please tell (or refer to a good guide) me everything that I need to know about doors. I'm going to be forced to implement something like 4-5 different types of doors, with animations, so anything you could tell me would be great."

It would be helpful, but doesn't stop workflow on models, since I have tons of other stuff to do on this project.
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Neikun
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Re: [Models] Captivated by Captive

Post by Neikun »

Things to know about doors:
Regular opening doors are pulled in the direction of their node called gate.

If you want a door to slide into the floor, to need to rotate the gate node upside down.

For doors opening inward/outward, you can define a lever with your door model. Your model will need a door_l and a door_r node. Only one of them needs to be tied to the mesh if it is a single door.
You then use the pit animations as your lever deactivate/active animations. If you add a node to your model called handle_lr then you can click the door to trigger the animations.

Now you're saying, but that won't work like a door:
Very true, but if you put it in front of an invisible door, and hook the toggle of the lever to the invisible door, it will will have perfect functionality, and you will even be able to use your own door opening sound effects.
"I'm okay with being referred to as a goddess."
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See what I'm working on right now: Neikun's Workshop
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BuzzJ
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Re: [Models] Captivated by Captive

Post by BuzzJ »

Interesting, thank you for the input!

teaser image because lord knows I don't post enough of these.
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