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

Post by Vice Dellos »

So, after seeing some of your alcove ideas and what the hell kinda code you needed for it ta da this is what I came up with
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poor Billy :S
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Neikun
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Neikun »

Beautiful work, friend!
Would love for you to share your code.

Just one clipping error with the note, but I imagine it's either clip the breastplate, or clip the hands.
Looks really good. Is that four different alcoves then?
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Vice Dellos
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Vice Dellos »

uhm lets see

dagger
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Code: Select all

defineObject{
	name = "corpse_dagger_slot",
	class ="Alcove",
	anchorPos = vec(-0.035, 0.4, -1.375),
	anchorRotation = vec(0, 315, 0),
	targetPos = vec(-0.035,0.4, -1.375),
	targetSize = vec(0.1, 0.8, 0.2),
	onInsertItem = function(self, item)
     local allowed = {"dagger"}
     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,
}
note
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Code: Select all

defineObject{
	name = "corpse_note",
	class ="Alcove",
	anchorPos = vec(-0.28, 0.417, -1.1),
	anchorRotation = vec(0, 90, 0),
	targetPos = vec(-0.28, 0.417, -1.1),
	targetSize = vec(0.3, 0.3, 0.3),
	onInsertItem = function(self, item)
     local allowed = {"note"}
     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,
}
rotten pitroot bread
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Code: Select all

defineObject{
	name = "corpse_rotten_pitroot_bread",
	class ="Alcove",
	anchorPos = vec(-0.4, 0, -1.6),
	anchorRotation = vec(0, 90, 0),
	targetPos = vec(-0.4, 0, -1.6),
	targetSize = vec(0.5, 0.5, 0.5),
	onInsertItem = function(self, item)
     local allowed = {"rotten_pitroot_bread"}
     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,
}
key
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Code: Select all

defineObject{
	name = "corpse_key_chain",
	class ="Alcove",
	anchorPos = vec(0.225, 0.225, -1.35),
	anchorRotation = vec(130, -30, 45),
	targetPos = vec(0.225, 0.225, -1.35),
	targetSize = vec(0.2, 0.3, 0.2),
	onInsertItem = function(self, item)
     local allowed = {"ornate_key"}
     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,
}
note that at least in editor I have a hard time picking up the key but particulalrly the bread havent tried it in the full game or with different resolutions and stuff so idk about that

the skeleton is from Neikuns Decoration Pack 1 and is facing one diriction further clockwise that the alcoves

and yes its a rotten pitroot bread. I mean you think its still fresh if the dead guy brought it along it isnt dwarf bread

EDIT: I think like this the clipping is reduced a little
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Neikun
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Neikun »

It's not so bad that the player might not be able to grab the things. But it would get frustrating, perhaps.
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Vice Dellos
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Vice Dellos »

sword holder
Image
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Code: Select all

defineObject{
	name = "deep_dungeon_pillar_ring_alcove",
	class = "Alcove",
	anchorPos = vec(0.9, 0.83, -0.17),
	anchorRotation = vec(90, 0, 90),
	targetPos = vec(0.9, 0.83, -0.17),
	targetSize = vec(0.4, 0.4, 0.4),
	model = "mod_assets/models/deep_dungeon_metal_ring_pillar2.fbx",
		onInsertItem = function(self, item)
			return item.name == "practice_sword" and self:getItemCount() == 0 
		end,
	placement = "wall",
	replacesWall = false,
	editorIcon = 8,
}
And the model for the rearranged ring
yeah the practise sword is awesome it has -20 attack power :D you might have to change that for a usefull item...
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Neikun
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Neikun »

Another good idea!
You're a natural, man!
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AdrTru
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by AdrTru »

There is my testing mod for managing more alcoves on one main alcove.
It is over-hanged torch holder.
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http://grimrock.nexusmods.com/mods/241
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Neikun
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Neikun »

That's certainly a neat idea as well!
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msyblade
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by msyblade »

Muhahahaha! Originality! The judge from the US gives him a 9.75! :lol:
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SpiderFighter
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by SpiderFighter »

msyblade wrote:Muhahahaha! Originality! The judge from the US gives him a 9.75! :lol:
Indeed!
Amazing that, after all this time, people are still coming up with creative alcoves. A testament to the game and its players!
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