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Re: Community Asset Pack (C.A.P.) [Updated: 21/10/12]

Posted: Mon Oct 22, 2012 12:26 am
by Neikun
Good idea for a time stamp for updates.

Re: Community Asset Pack (C.A.P.) [Updated: 21/10/12]

Posted: Tue Oct 23, 2012 2:47 am
by Neikun
I've got a small entry. If I make a bunch of stuff like it, I'll probably put it on the nexus.

Marble Lever:
http://www.filedropper.com/marblelever
All the textures are in-game textures, so only a model file is needed.
Image:
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EDIT: Made an obsidian one as well.
Obsidian Lever:
http://www.filedropper.com/obsidianlever
Image:
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I've decided to work on a lever pack.
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Progress: 103 custom levers.
Some of these look spectacular. (See fancy_lever_wood when released)
-Holy moley, guys. I'm going a little crazy over here.
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guys...
Side project, dragon eggs:
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Okay. Phew. They're done. I"m going to pack them and put them on the nexus. Link coming shortly.

Re: Community Asset Pack (C.A.P.) [Updated: 21/10/12]

Posted: Tue Oct 23, 2012 1:10 pm
by Grimwold
Neikun wrote: I've decided to work on a lever pack.
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Progress: 14 custom levers.
I envisage another side project... lightsabers!!

Re: Community Asset Pack (C.A.P.) [Updated: 21/10/12]

Posted: Tue Oct 23, 2012 1:17 pm
by Neikun
Ahahaha. A little trickier, but maybe..

Re: Community Asset Pack (C.A.P.) [Updated: 23/10/12]

Posted: Tue Oct 23, 2012 4:37 pm
by HaunterV
Updated 23/10/12

Re: Community Asset Pack (C.A.P.) [Updated: 23/10/12]

Posted: Tue Oct 23, 2012 11:04 pm
by Neikun
Just a suggestion, you should post Nexus links rather than forum post links.

Also, there's no need to list patrols, or monster groups as it's up to the downloader to script the monster in groups.

Re: Community Asset Pack (C.A.P.) [Updated: 23/10/12]

Posted: Tue Oct 23, 2012 11:31 pm
by HaunterV
Neikun wrote:Just a suggestion, you should post Nexus links rather than forum post links.

Also, there's no need to list patrols, or monster groups as it's up to the downloader to script the monster in groups.
wait... you can script them into groups ?

i take it 4 cubes in a squad would make the editor crash?

Re: Community Asset Pack (C.A.P.) [Updated: 23/10/12]

Posted: Tue Oct 23, 2012 11:42 pm
by Neikun
More than likely. But yeah, monster groups are a single model placed into a group via scripting.
Example, base Skeleton Patrol:

Code: Select all

defineObject{
	name = "skeleton_patrol",
	class = "MonsterGroup",
	monsterType = "skeleton_warrior",
	count = 4,
}

Re: Community Asset Pack (C.A.P.) [Updated: 23/10/12]

Posted: Wed Oct 24, 2012 2:55 am
by Grimwold
just don't try Crowern patrols either... they manage to get themselves split up sometimes when they attack, which really messes things up.

Re: Community Asset Pack (C.A.P.) [Updated: 23/10/12]

Posted: Wed Oct 24, 2012 3:13 am
by Neikun
103 Custom Levers released! (finally)
Phew. I didn't even get all the possible combinations. I could have used marble and obsidian levers on other bases too, but I thought 103 should be enough to get you guys started.

Nexus Link:
http://grimrock.nexusmods.com/mods/64

@HaunterV Please add the nexus link to the OP.