The Custom Alcove Thread. (Neikun, Batty and Crisman)
- Vice Dellos
- Posts: 47
- Joined: Thu Feb 28, 2013 12:56 pm
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
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
poor Billy :S
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
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?
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
- Posts: 47
- Joined: Thu Feb 28, 2013 12:56 pm
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
uhm lets see
dagger
note
rotten pitroot bread
key
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
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,
}
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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,
}
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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,
}
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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,
}
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
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
It's not so bad that the player might not be able to grab the things. But it would get frustrating, perhaps.
"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
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
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- Vice Dellos
- Posts: 47
- Joined: Thu Feb 28, 2013 12:56 pm
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
sword holder
And the model for the rearranged ring
yeah the practise sword is awesome it has -20 attack power you might have to change that for a usefull item...
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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,
}
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
Another good idea!
You're a natural, man!
You're a natural, man!
"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
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
There is my testing mod for managing more alcoves on one main alcove.
It is over-hanged torch holder.
http://grimrock.nexusmods.com/mods/241
It is over-hanged torch holder.
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My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
MultiAlcoveManager, Toolbox, Graphic text,
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
That's certainly a neat idea as well!
"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
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
Muhahahaha! Originality! The judge from the US gives him a 9.75!
Currently conspiring with many modders on the "Legends of the Northern Realms"project.
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- SpiderFighter
- Posts: 789
- Joined: Thu Apr 12, 2012 4:15 pm
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
Indeed!msyblade wrote:Muhahahaha! Originality! The judge from the US gives him a 9.75!
Amazing that, after all this time, people are still coming up with creative alcoves. A testament to the game and its players!