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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
Posted: Wed Oct 10, 2012 1:31 pm
by Neikun
Haha, even if he does not know it.
This is my WIP receptor alcove. I'm using the magic orbs to fill it. -will probably clone the orbs and make them into big gems for puzzle purposes-
I like how they fit, though It would be better with some sort of particle effect that makes them look like they're floating on energy.
I have to go to work soon, so I don't have the time right now to work on it further.
Code: Select all
defineObject{
name = "receptor_alcove",
class = "Alcove",
model = "assets/models/env/spell_receptor.fbx",
replacesWall = false,
anchorPos = vec(0, 1, -0.17),
targetPos = vec(0,0.88,-0.25),
targetSize = vec(0.6, 0.5, 0.6),
placement = "wall",
editorIcon = 92,
}
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
Posted: Wed Oct 10, 2012 1:49 pm
by akroma222
You guys = "ALCOVE MASTERS"
end
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
Posted: Wed Oct 10, 2012 2:21 pm
by Kuningas
Hit a snatch...
Altars seem to catch thrown objects, probably because they are placed on the floor, whereas alcoves don't. So an altar placed on a wall won't catch them either, they will fall on the ground -- and coincidentally inside the altar model. I have no idea how to counter this.
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
Posted: Wed Oct 10, 2012 3:21 pm
by Grimwold
Kuningas wrote:Hit a snatch...
Altars seem to catch thrown objects, probably because they are placed on the floor, whereas alcoves don't. So an altar placed on a wall won't catch them either, they will fall on the ground -- and coincidentally inside the altar model. I have no idea how to counter this.
This is actually very interesting to know... since throwing an object onto an altar activates it (tested), it could turn the alter into a pressure plate.
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
Posted: Wed Oct 10, 2012 4:16 pm
by crisman
Kuningas wrote:Hit a snatch...
Altars seem to catch thrown objects, probably because they are placed on the floor, whereas alcoves don't. So an altar placed on a wall won't catch them either, they will fall on the ground -- and coincidentally inside the altar model. I have no idea how to counter this.
Interesting problem... maybe a teleporter for only items placed on that square...?
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
Posted: Wed Oct 10, 2012 6:31 pm
by Kuningas
crisman wrote:Kuningas wrote:Hit a snatch...
Altars seem to catch thrown objects, probably because they are placed on the floor, whereas alcoves don't. So an altar placed on a wall won't catch them either, they will fall on the ground -- and coincidentally inside the altar model. I have no idea how to counter this.
Interesting problem... maybe a teleporter for only items placed on that square...?
Hmm, will probably have to script it -- thrown items are still flying when they go through a regular teleporter.
It does work as an emergency solution, though.
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
Posted: Wed Oct 10, 2012 11:12 pm
by Neikun
Oh dear. That is an issue.
Perhaps an invisible teleporter activated by item only that sends the item back to the square thrown? is that possible? hmm
Testing it. accidentally discovered a cool puzzle mechanic.
I wish I new how to change where exactly it appears in a square.
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
Posted: Thu Oct 11, 2012 2:13 am
by Merethif
Kuningas wrote:
I can see it now, all we need is tables and pints o' foamy meadddd and we have Valhalla... An Alcove Deities' Valhalla!
I'm glad you all like those hanging shields.
Speaking of mead hall in Valhalla, I'm posting something I've done today (it's not about alcove, but since there's no custom items thread, I'm posting it here as a bonus to shield hook script. I hope you don't mind)
As soon as I finish custom icons for those shields I'll share DSS and scripts.
EDIT:
You can download textures, models and icons here:
http://ge.tt/8cPNsHP?c
The blue shield was slightly amended so it looks a bit different then on the screen shot above.
Icons look somewhat awkward though and at first glance those shields look like Easter eggs
Materials:
-- ROUND SHIELDS MATERIALS
defineMaterial{
name = "small_shield_ice",
diffuseMap = "mod_assets/textures/small_shield_ice_dif.tga",
specularMap = "assets/textures/items/small_shield_spec.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
defineMaterial{
name = "small_shield_fire",
diffuseMap = "mod_assets/textures/small_shield_fire_dif.tga",
specularMap = "assets/textures/items/small_shield_spec.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
Items:
-- ROUND SHIELDS
cloneObject{
name = "round_shield_ice",
baseObject = "round_shield",
uiName = "Blue shield",
model = "mod_assets/models/env/small_shield_ice.fbx",
gfxAtlas = "mod_assets/textures/custom_icon_atlas.tga",
gfxIndex = 0,
}
cloneObject{
name = "round_shield_fire",
baseObject = "round_shield",
uiName = "Red shield",
model = "mod_assets/models/env/small_shield_fire.fbx",
gfxAtlas = "mod_assets/textures/custom_icon_atlas.tga",
gfxIndex = 1,
}
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
Posted: Thu Oct 11, 2012 2:22 am
by Neikun
THAT LOOKS AWESOOOOOOOOME
My boyfriend and I are on Skype and he had a kick out of my reaction. Good job xD
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
Posted: Thu Oct 11, 2012 4:42 am
by crisman
WOW good job! *_*
You are really good with texturing!
EDIT: mind if I gave them some extra power like fire / ice resistance?
(never understood the reason why ice resistance exists...)