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Re: Prozails thread.
Posted: Sun Nov 16, 2014 12:31 am
by cromcrom
Superb. And thank you so much for sharing
Re: Prozails thread.
Posted: Sun Nov 16, 2014 2:20 am
by Grimfan
Now that is a beautiful thing Prozail. Your output and sharing spirit is truly wonderful.
Actually, I think Skuggs had a pendulum trap up and going for LOG 1 at one stage. You should PM him and combine your skills on this nasty beast.
Re: Prozails thread.
Posted: Sun Nov 16, 2014 3:17 am
by Doridion
Prozail, I know you prefers having all your works in the first post, but your animations converter is a really important progress for modders ( especially in the monster's modding ).
So with your agree, I duplicate the
link to your converter here, in order to stick it in the superthread.
Many, many, many thanks for it, awesome and most useful work
Re: Prozails thread.
Posted: Sun Nov 16, 2014 4:40 pm
by Prozail
Doridion wrote:Your animations converter is a really important progress for modders ( especially in the monster's modding ). So with your agree, I duplicate the
link to your converter here, in order to stick it in the superthread.
No problem, but it's VERY rough, and practially zero errorchecking
I guess we'll see a real exporter soon.
Still having alot of fun with 3dsmax (since I figured out I could get a free student-version through their web) so here's another trap experiment:
A ball with chain, falling from the ceiling, causing knockback, and becomes an obstacle. Use
controller:activate() to deploy it. You can call
controller:deactivate() to reset it, and remove the obstacle (no animation for that though, so do that out of sight).
Download
Re: Prozails thread.
Posted: Sun Nov 16, 2014 5:05 pm
by Drakkan
Hi Prozail
I already sent you PM, so far no answer, so writing you here - in case you will have some time can you please update the shop project with one additional button (under the lever) which will display items from buyable list backward ? In case there is more items to buy in the list, this could be quite usefull for player. thanks a lot
Re: Prozails thread.
Posted: Sun Nov 16, 2014 5:27 pm
by Batty
Hey Prozail, the ball_chain animation is really good!
Moves like it should. Can you explain how self.done works? I see it's a boolean, it determines when animations end?
Code: Select all
onHitChampion = function(self, champion)
if not self.done then
party.party:knockback(self.go.facing)
end
self.done = true
end
Edit: It just allows one pass through the hook, I guess. I can't find it in the reference.
Re: Prozails thread.
Posted: Sun Nov 16, 2014 5:37 pm
by Prozail
self.done is a bit of a trick. You can create variables dynamically on the proxy-object, and i use it here to make sure the event only fires once, not for each party-member. Beware though, anything you create like this
IS NOT SAVED IN A SAVEGAME. So only use it for temporary storage, where it doesn't matter.
Also @Drakkan, I put another button in the
shop.
Re: Prozails thread.
Posted: Sun Nov 16, 2014 5:57 pm
by Drakkan
Prozail wrote:
Also @Drakkan, I put another button in the
shop.
thanks a lot !
Re: Prozails thread.
Posted: Wed Feb 25, 2015 5:52 pm
by Ciccipicci
I love the chain ball trap. Anyway can you update your model with another chain near the ball so the ball and chains are not separated when it became an obstacle?
Re: Prozails thread.
Posted: Fri Jul 31, 2015 1:50 pm
by Duncan1246
Prozail wrote:
Here is a first version of a reworked Dark Elf Temple, originally designed by Daniv (Original version
here). All objects are in there, but i've removed the skeleton warrior, and skeleton Archer. Maybe i'll redo them separately at a later time.
Hi Prozal,
Dark elf temple suits very well to my project, but I wonder why this thread seems to be dead ? Does the assets don't work as well as intended, or what?
If it's ok, I have encountered a bug in using a water_tile. I write this:
Code: Select all
defineTile{
name = "dark_elf_temple_floor_water",
editorIcon = 112,
color = {45,95,140,255},
builder = "dungeon",
floor = {
"dark_elf_temple_floor_plain", 1,
},
wall = {
"dark_elf_temple_wall", 1,
},
pillar = {
"dark_elf_temple_pillar", 1,
},
ceiling = {
"dark_elf_temple_ceiling", 1,
},
ceilingShaft = "dark_elf_temple_ceiling_shaft",
underwater = true,
ceilingEdgeVariations = true,
automapTile = "water",
}
... but LG2 crashes with this warning: "undefined object "dark_elf_temple_ceiling"" . I can't understand why, "dark_elf_temple_ceiling" is defined and working, so how can I put adapted water tile in dark_elf_temple?
Duncan