Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
Posted: Tue Oct 16, 2012 8:08 pm
A big thumbs up for this thread. I'm definitely going to try to incorporate some of these great alcoves into my dungeon!
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There's all found in this thread, yes.Deadlylama wrote:does this file contain all (or most) of the alcoves in this topic?Neikun wrote:I've started compiling the in-game model alcoves into a single .lua file
I have to go to work now, so I'll put it up later.
There are 24 alcoves in it.
complete version:Neikun wrote:Batty, if you could post the complete version (if you ever got it to work just right) I will look into getting it into a more easily accessible place.
Code: Select all
defineObject{
name = "wall_lantern_visual",
class = "Alcove",
anchorPos = vec(0, 0, 0),
targetPos = vec(0, 0, 0),
targetSize = vec(0, 0, 0),
model = "assets/models/env/wall_lantern.fbx",
placement = "wall",
replacesWall = false,
editorIcon = 92,
}
defineObject{
name = "wall_lantern_logical",
class = "Alcove",
anchorPos = vec(0, 1.65, 0),
targetPos = vec(0, 1.65, 0),
targetSize = vec(0.2, 0.2, 0.2),
onInsertItem = function(self, item)
if item.name == "torch" or item.name == "torch_everburning" then
spawn("wall_lantern_fx_"..self.facing, self.level, self.x, self.y, 0)
playSoundAt("wall_lantern_crackling", self.level, self.x, self.y)
self:destroy()
end
end,
placement = "wall",
replacesWall = false,
editorIcon = 84,
}
defineSound{
name = "wall_lantern_crackling",
filename = "assets/samples/env/torch_burning_01.wav",
loop = true,
volume = 0.5,
minDistance = 2,
maxDistance = 6,
}
defineObject{
name = "wall_lantern_fx_3",
class = "LightSource",
lightPosition = vec(-1.18, 1.85, 0),
lightRange = 12,
lightColor = vec(0.7, 0.5, 0.5),
brightness = 10,
castShadow = true,
particleSystem = "torch",
placement = "floor",
editorIcon = 88,
}
defineObject{
name = "wall_lantern_fx_2",
class = "LightSource",
lightPosition = vec(0, 1.85, -1.18),
lightRange = 12,
lightColor = vec(0.7, 0.5, 0.5),
brightness = 10,
castShadow = true,
particleSystem = "torch",
placement = "floor",
editorIcon = 88,
}
defineObject{
name = "wall_lantern_fx_1",
class = "LightSource",
lightPosition = vec(1.18, 1.85, 0),
lightRange = 12,
lightColor = vec(0.7, 0.5, 0.5),
brightness = 10,
castShadow = true,
particleSystem = "torch",
placement = "floor",
editorIcon = 88,
}
defineObject{
name = "wall_lantern_fx_0",
class = "LightSource",
lightPosition = vec(0, 1.85, 1.18),
lightRange = 12,
lightColor = vec(0.7, 0.5, 0.5),
brightness = 10,
castShadow = true,
particleSystem = "torch",
placement = "floor",
editorIcon = 88,
}
B: Yes, that does make sense. You could also quote your definition of the difference in the area where logical/physical is referenced.Neikun wrote:I want to make this thread easier to reference, but since it's mostly images and code, it'd be kinda hard. Anyone have some suggested layouts?Does is make sense to categorize by logical alcove and physical alcove?SpoilerShowSpoilers are kinda large D: