Page 47 of 65

Re: [Models] New created Models..

Posted: Thu Jan 02, 2014 8:07 pm
by germanny
The Cave-in, now i need to do a broken version.

Image

Re: [Models] New created Models..

Posted: Fri Jan 03, 2014 2:27 am
by germanny
Another one^^ A iron spikewall. Needs some texture tweaking.
SpoilerShow
Image
Image
Image
The wall is now defined as door - perfect!

Full res pic(1920x1200):
Iron spike (door)walls

Re: [Models] New created Models..

Posted: Fri Jan 03, 2014 2:47 pm
by germanny
Texture correction - chains and spike wall more shiny parts, added a pillar with some green moss.
And additional wall textures - 2x moss, 1x lichen.
I´m very satisfied with that^^

Image
SpoilerShow
Image
Image
Image
Full Res - 1920x1200 pic nr.3

Re: [Models] New created Models..

Posted: Fri Jan 03, 2014 4:15 pm
by maneus
Fantastic work, germanny. Especially the wooden pillars with moss are really outstanding.

Re: [Models] New created Models..

Posted: Fri Jan 03, 2014 5:20 pm
by Diarmuid
You're really on fire this last week... fantastisch. 8-)

Re: [Models] New created Models..

Posted: Fri Jan 03, 2014 10:22 pm
by Komag
How does the spike wall door open, logically?

Re: [Models] New created Models..

Posted: Sun Jan 05, 2014 11:35 am
by germanny
maneus wrote:Fantastic work, germanny. Especially the wooden pillars with moss are really outstanding.
Thx, set is more interesting now.
What i would like to change is the appearance of the walls - but this is soo much work.
I´d begun the basic wall mesh object completely wrong, which is used to generate the normal and diffuse map.
If i want to change anything here, i have to recreate all wall and special elements.
The floor textures are generated from mesh, too. Here i used the proper way, u can see the floor is built from many single mesh pieces.
In that way one can generate much better textures!
Image
SpoilerShow
Image
Damn^^

Diarmuid wrote:You're really on fire this last week... fantastisch. 8-)
Yes, had this in mind without time to do. Its holiday time for me now, so my head is free for other stuff^^
Komag wrote:How does the spike wall door open, logically?
Didn´t open yet^^ The only way to place it properly was to define as door. AH did that too with their grate wall.
But it may be possible to do a door animation - then the best way is to slide them into the floor - with added floor mesh element to show a groove.
Good idea though^^

Re: [Models] New created Models..

Posted: Wed Jan 08, 2014 2:43 am
by germanny
Did the broken model for the cave-in. So far..
The ceiling is not finished yet, takes some more time.
Pictures:
SpoilerShow
Image
Image
Atmosphere!
Image
And a question.
Broken coffin:
Image

I have two models for the standing niche coffin, closed and broken.
How can i make it destroyable with health? The only easy way seems defining as blockage.
Now it is defined as wall decoration or - tested, as WallTapestry. But tapestry gets only one hit and hardcoded? sound.

My idea is to make it as blockage and blockage broken including the wall.
Then in editor clearing a niche, place coffin and a blocker (editor) there. The reason for the blocker is if the coffin is destroyed,
the broken model won´t block any more. That way party can´t move into that niche.

Is that dumb, has anyone a better way to do?

Re: [Models] New created Models..

Posted: Sun Jan 12, 2014 12:21 am
by germanny
Please Help!

My destroyable coffin in alcove / corner works except one thing:
After destroying and appearance of the broken model, the party can move to that square (as always).
But i want that square inacessible - it is hidden behind the alcove wall.

The model definition:

Code: Select all

defineObject{
	name = "dm_coffin_wood_corner",
	class = "Blockage",
	model = "mod_assets/dmcsb_pack/models/env/dm_coffin_wood_corner.fbx",
	brokenModel = "mod_assets/dmcsb_pack/models/env/dm_coffin_wood_corner_broken.fbx",
	placement = "floor",
	health = 20,
	evasion = -1000,
	hitSound = "dm_chop",
	hitEffect = "hit_wood",
	editorIcon = 56,
		onDamage = function(self, damage, damageType)
			if damageType == "poison" or
			damageType == "cold"
		then
		hudPrint("Not effective on Wood")
		return false
	end
	end,
	onDie = function(self)
		  party:shakeCamera(0.05,0.05)
		  playSound("dm_woodbreak")
	end,
}
I tried to spawn another blockage or an altar object within the onDie function, but this did not help.
party can run over it as well.

Anyone from the scripters?

Re: [Models] New created Models..

Posted: Sun Jan 12, 2014 1:16 am
by Diarmuid
spawning another invisible blockage or an invisible altar on the square should work... ? Are you sure you have the right coords?