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Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Posted: Thu Nov 22, 2012 2:12 pm
by Neikun
Update on the lanterns, cause I want them to be as playable as possible.
I was doing some testing with the anchorPos and I was always trying to hide the torch inside the wall.
This causes clipping as you've all seen.

Clearly it was time to think outside the box.

What if I hide the torch outside the entire map?
So I tried:

Code: Select all

defineObject{
	name = "lantern_torch_holder",
	class = "TorchHolder",  
	model = "assets/models/env/wall_lantern.fbx",
	anchorPos = vec(0.05, 1.53, 400),
	anchorRotation = vec(0, -20, -90),
	placement = "wall",
	editorIcon = 84,
}
That torch is nowhere to be seen in all 32 squares.

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Posted: Thu Nov 22, 2012 2:34 pm
by Komag
nice one! Is this easy to drop into the map and replace? I suppose it's just a matter of editing the text :)

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Posted: Thu Nov 22, 2012 2:35 pm
by Neikun
you just have to change the 2 to 400 =D

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Posted: Thu Nov 22, 2012 3:56 pm
by SpiderFighter
Wow...this is brilliant work, Neikun! I've had to come up with some really creative layouts in my mod due to the clipping...this will eradicate that need.

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Posted: Thu Nov 22, 2012 9:40 pm
by Lupe Fenrir
Neikun wrote:you just have to change the 2 to 400 =D
I can do that.

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Posted: Fri Nov 23, 2012 12:39 am
by Neikun
SpiderFighter wrote:Wow...this is brilliant work, Neikun! I've had to come up with some really creative layouts in my mod due to the clipping...this will eradicate that need.
I knew all along. I just wanted to test your design capabilities!
Yeah.. you'll believe that. lol

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Posted: Fri Nov 23, 2012 2:08 am
by Lupe Fenrir
So, after some reworking of the scripts, my room is done and working in the editor.
I just need to test it out in game and then I'll send it in.
EDIT: And it is done!

New Assets:
SpoilerShow
  • A warden with custom texture and onDie-code called "evil_golem"
  • A custom material for this called "golem"
  • A modified ogre_hammer called "grimforge_hammer"
  • A custom altar called "grimforge_anvil"
  • A custom sound called "golem_reduild"
  • A copy of gear_key called "hub_key"
  • A copy of red_gem called "heart_of_stone"
  • A custom light-source called "grimforge_floor_light"
  • Another custom light-source called "grimforge_ceiling_lamp"
  • Particle systems for these with the same names

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Posted: Fri Nov 23, 2012 6:39 pm
by SpiderFighter
Moving right along!

Contributers:
Neikun (Entrance Room) - done!
Grimwold - done!
Skuggasveinn - done!
Ciccipicci - done!
Billick - done!
Wilfrey - done!
Xanathar - done!
uggardian - done!
Komag - done!
Merethif - done!
BeNNyBiLL - done!
HaunterV - done!
Wolfrug - done!
Lupe Fenrir - done!
JohnWordsworth - Working on room
Lmaoboat
Kuningas
pinnguaq
SpiderFighter
Super Secret Surprise Guest Modder (Final Room)[/quote]

I'm starting to get nervous now. You guys are leaving a lot for me to live up to.

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Posted: Fri Nov 23, 2012 6:51 pm
by Komag
Really though it doesn't have to be any big deal, just a fun room with a couple battles or traps or a puzzle, nothing crazy fancy, just fun!

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Posted: Fri Nov 23, 2012 7:47 pm
by SpiderFighter
Komag wrote:Really though it doesn't have to be any big deal, just a fun room with a couple battles or traps or a puzzle, nothing crazy fancy, just fun!
I have a couple of ideas, but I'm not sure which one I'm going with yet. Sometimes I get inspiration from the architecture, so once I see what the layout is when it gets to me, it will be easier to make up my mind.