[Models] New created Models..

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
User avatar
germanny
Posts: 530
Joined: Sat Apr 07, 2012 10:52 pm
Location: Kiel, Germany

Re: [Models] New created Models..

Post by germanny »

You can do, neikun. The set is available^^
Dungeon Master Resource Pack worker and passionated Beer drinker
comscript
Posts: 27
Joined: Tue Sep 18, 2012 6:05 pm
Location: France

Re: [Models] New created Models..

Post by comscript »

I looked at the code (defineObject), and I saw that there's a bad use of ids

ex:spawn("doorchecker_wood", self.level, self.x, self.y, 2, "doorchecker_wood")

doorchecker_wood is a bad id.
It can result in conflict between different breakable items.

You have to change the ids and check back the lock's code.
in defineObject
replace the line in the onDie fonction
ex:
ex:spawn("doorchecker_wood", self.level, self.x, self.y, 2, "doorchecker_wood")
by
ex:spawn("doorchecker_wood", self.level, self.x, self.y, 2)

Code: Select all

-- script "doorChange"

function fakdoorReal()

searchSp = entitiesAt(1,16,23)

for i in searchSp do
	if i.name == "doorchecker_wood" then
		doorXchng = i.name
	else
		doorXchng = Nil
	end
end

if doorXchng == Nil then
dm_fakedoor_wood_2:destroy()
	fakdoorReplace = spawn("dm_door_wood", 1, 16, 23, 2)
	fakdoorReplace:open()
elseif doorXchng == "doorchecker_wood" then
-- doorchecker_wood:destroy() (delete this line)
setMouseItem(spawn("dm_crosskey"))
end
-- dm_cross_lock_1:setOpenedBy("") (unnecessary  the lock only works once)
end
User avatar
germanny
Posts: 530
Joined: Sat Apr 07, 2012 10:52 pm
Location: Kiel, Germany

Re: [Models] New created Models..

Post by germanny »

Thanks comscript, this is really bad done by me - explicit naming..
If i set 2 doors i have two objects with the same id appearing.
I did not see that grrml.. :)

Well, better i do modeling instead now :mrgreen:
Dungeon Master Resource Pack worker and passionated Beer drinker
User avatar
germanny
Posts: 530
Joined: Sat Apr 07, 2012 10:52 pm
Location: Kiel, Germany

Re: [Models] New created Models..

Post by germanny »

Okay, modeling ..
I do a bunch of DM items ATM. Will take a while, a sneak peak:
SpoilerShow
Image
Dungeon Master Resource Pack worker and passionated Beer drinker
User avatar
Merethif
Posts: 274
Joined: Tue Apr 24, 2012 1:58 pm
Location: Poland

Re: [Models] New created Models..

Post by Merethif »

Nice falchion. BTW, are you going to remake all items from DM? Because honestly I think lots of them are already available (even if they slightly differs, for example compass, dagger or even elven boots). Anyway good luck - and I'm really eager to see some of my favourites like rope or leather shield :-)
User avatar
germanny
Posts: 530
Joined: Sat Apr 07, 2012 10:52 pm
Location: Kiel, Germany

Re: [Models] New created Models..

Post by germanny »

Merethif wrote:Nice falchion. BTW, are you going to remake all items from DM? Because honestly I think lots of them are already available (even if they slightly differs, for example compass, dagger or even elven boots). Anyway good luck - and I'm really eager to see some of my favourites like rope or leather shield :-)
Glad you like. I try to do all the stuff, damn huge load.

Katana!
SpoilerShow
Image
Dungeon Master Resource Pack worker and passionated Beer drinker
User avatar
Asteroth
Posts: 471
Joined: Wed Oct 24, 2012 10:41 am
Location: Eastern U.S.

Re: [Models] New created Models..

Post by Asteroth »

Merethif wrote:Nice falchion. BTW, are you going to remake all items from DM? Because honestly I think lots of them are already available (even if they slightly differs, for example compass, dagger or even elven boots). Anyway good luck - and I'm really eager to see some of my favourites like rope or leather shield :-)
Most of all the potions. We have a blue potion icon already and a potion model. I most certaintly won't discourage making new items(that would be insane!), I will say few people will consider the difference.
I am the God of darkness and corruption.
viewtopic.php?f=14&t=4250
User avatar
Komag
Posts: 3658
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: [Models] New created Models..

Post by Komag »

Maybe it would be wise to save the similar items for last, and start with the most different items
Finished Dungeons - complete mods to play
User avatar
Isaac
Posts: 3185
Joined: Fri Mar 02, 2012 10:02 pm

Re: [Models] New created Models..

Post by Isaac »

Komag wrote:Maybe it would be wise to save the similar items for last, and start with the most different items
There is a golden brassiere on that sprite sheet. :mrgreen:
User avatar
germanny
Posts: 530
Joined: Sat Apr 07, 2012 10:52 pm
Location: Kiel, Germany

Re: [Models] New created Models..

Post by germanny »

Komag wrote:Maybe it would be wise to save the similar items for last, and start with the most different items
I do if ideas come in mind, there is no plan or numbered list^^
The flasks - dont know if i should do them.. but for a complete DM set i have to!
Isaac wrote:
Komag wrote:Maybe it would be wise to save the similar items for last, and start with the most different items
There is a golden brassiere on that sprite sheet. :mrgreen:
It is! xD
But clothes are a bit more complicated to do (komag mention it) - you have to wait and calm down your arousal :lol:
Dungeon Master Resource Pack worker and passionated Beer drinker
Post Reply