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Re: [DONE]: Working treasure chests - v1.2

Posted: Wed Nov 14, 2012 8:19 pm
by SpiderFighter
Nice work on this, Xanathar!

Re: [DONE]: Working treasure chests - v1.2

Posted: Thu Nov 15, 2012 12:32 am
by Xanathar
Thanks!!

Re: [DONE]: Working treasure chests - v1.2

Posted: Wed Nov 21, 2012 7:23 pm
by SharinaDarkstar
Hi,

I have a problem with the treasure chest, which is driving me crazy - it must be a bug of some sort.

I've followed the instructions carefully. Created a script entity called chestmanager and pasted the code into it. Added a treasure chest with a drain underneath, pasted the right code into the chest square.
If I place a chest on level 1 or 2, it works fine. If I place the chest on any other level, nothing appears. I'm trying to place it on level 10 of a 24 level dungeon.

I've changed the first line to

MAXLEVEL = 24

Why don't the chests appear on any other level than 1 or 2?

Re: [DONE]: Working treasure chests - v1.2

Posted: Wed Nov 21, 2012 7:34 pm
by Xanathar
Hi
yes, I checked and there is a bug :)
This happens if you have a completely empty level (no items, no monsters, nothing).

You have 3 choices:
  • Wait for me to post a new version, hopefully later today
  • In the chestmanager code, find the line which says " if (noitems) then return; end " and remove it or comment it away
  • Workaround : ensure there is at least one item or monster or door or anything in all your levels

Re: [DONE]: Working treasure chests - v1.2

Posted: Wed Nov 21, 2012 11:24 pm
by SharinaDarkstar
Thank you, I'll give it a go. Really love the treasure chests, and also have some neat tricky things going on in my dungeon using the internal elements!

Re: [DONE]: Working treasure chests - v1.2

Posted: Wed Nov 21, 2012 11:27 pm
by germanny
Great!

Maybe you want to check out a new texture?
Done qickly in Blender and ps , not tested in Grimrock if it fits perfect. It can be that there is some shifting x-y.

Diffuse, specular and normal map.
chest_new_textures.7z

BTW: The mesh need some 'welding' of vertices, i guess. Because the chest cover is split into 2 objects.

*edit* - Pic :)
Image

Re: [DONE]: Working treasure chests - v1.2

Posted: Wed Nov 21, 2012 11:46 pm
by SharinaDarkstar
Sure, I'll take a look tomorrow when I get a moment :)

Thanks

Re: [DONE]: Working treasure chests - v1.2

Posted: Thu Nov 22, 2012 12:04 am
by Xanathar
Your retexturing is very nice and much more in tune with the creepier levels of the dungeon.
May I include it in the next version of the chests on nexus, with credits of course ?

Re: [DONE]: Working treasure chests - v1.2

Posted: Thu Nov 22, 2012 12:15 am
by germanny
Thats OK for me :)
But test it first in grimrock, if it fits well and if the specular map works - only metal should be shiny.

Re: [DONE]: Working treasure chests - v1.2

Posted: Thu Nov 22, 2012 12:46 am
by Xanathar
I have released a new version:
  • SharinaDarkstar's bug is fixed (I hope :D )
  • Has the option to use the darker version of the chest with the textures from germanny (a new kind of object called "treasure_chest_dark")
  • Has proper floor props (for the 3 basic wallsets, any extra wallset is up to you to provide ;)) so that you can put the chest on normal floors and not drainages - chest_floor_dungeon, chest_floor_prison, chest_floor_temple
http://grimrock.nexusmods.com/mods/108/

@germanny: IMHO it's working, but metal doesn't shine much - I like it but let me know if you want to change it.