Re: [ASSET] Huder's custom assets
Posted: Tue Oct 16, 2012 12:42 am
That is excellent! Exactly what a dungeon bookcase should look like, can't wait to try it.
Code: Select all
[spoiler]defineObject{
name = "huder_bookcase",
class = "Alcove",
model = "mod_assets/models/env/huder_bookcase.fbx",
placement = "wall",
editorIcon = 92,
replaceWall = true,
anchorPos = vec(-0.9, 1.1, -0.25),
anchorRotation = vec (70,90,0),
targetPos = vec(-0.9, 1.1, 0.1),
targetSize = vec(0.3, 0.3, 0.3),
onInsertItem = function (self, item)
return false
end,
}[/spoiler]
true but couldnt hurt to have a place ot DL a large chunk of things in one go.Neikun wrote:I think it might be best to put them up individually on the nexus.
If that were the case, I would have these 'chunks' compiled of all like resources.HaunterV wrote:true but couldnt hurt to have a place ot DL a large chunk of things in one go.Neikun wrote:I think it might be best to put them up individually on the nexus.
Neikun wrote:If that were the case, I would have these 'chunks' compiled of all like resources.HaunterV wrote:true but couldnt hurt to have a place ot DL a large chunk of things in one go.Neikun wrote:I think it might be best to put them up individually on the nexus.
Example, Alcoves as a chunk. or Reskinned Monster as a chunk.
One problem you will encounter hosting large chunks for download, is upkeep when new mods are released.
You could solve that problem with an archiving sort of solution. Release packs in groups of a predetermined number.
Example: 50 reskinned monsters. 10 New monsters. 20 alcove, or 20 decorative models.
Blender - modeling ( and sometimes for backing normal maps )vorebane wrote:These look cool. What programs are you using?
Ah i see, warden's weapons are clipping :/juho wrote:Some monsters may clip through the bookcase. One solution may be to integrate it into wall.