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Re: (Object Assets) Empty Catacomb as Alcove and other alcov

Posted: Thu Oct 04, 2012 4:07 am
by Lmaoboat
Well since this seems to be a thread for everything alcove related, you can put a secret door on top of a prison alcove, and have it hide the alcove without any clipping issues.

Re: (Object Assets) Empty Catacomb as Alcove and other alcov

Posted: Thu Oct 04, 2012 6:30 am
by petri
crisman wrote:Once I've tried to make a goromorg statue fourway acting like an alcove, for placing scrolls on it (if I recall correctly in the base game you can find a scroll on it once).
For some reasons the model shifted forward and it wasn't in the middle of a square anymore.
I should try that again...
Hint: eye sockets

Re: (Object Assets) Empty Catacomb as Alcove and other alcov

Posted: Thu Oct 04, 2012 11:23 am
by flatline
Batty wrote:Wall Lanterns Resurrected

Ignore the previous wall lantern solution as it doesn't work outside the editor. The lanterns you light don't survive save games because they were created via FX when I should have used objects instead. So, here is the revised fully functioning and simpler solution:

Code: Select all

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,
}
Define 4 LightSource objects - one for each facing position. The only difference between the four is the name and lightPosition. This has to be done because the convenient FX translate() function doesn't work with LightSource objects. They can't be moved. You also need to define a sound object:

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defineSound{
       name = "wall_lantern_crackling",
	    filename = "assets/samples/env/torch_burning_01.wav",
	    loop = true,
	    volume = 0.5,
	    minDistance = 2,
       maxDistance = 6,
}	
Lastly, replace the logical lantern script. It's simpler now.

Code: Select all

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 "everlasting_torch" 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,
}
Don't forget the visual lantern script from my previous post.
Batty, I've copied your stuff and it works fine except that it seems the script accepts ANY object to light the lanterns. When I fool around in the editor, I can put in a sling and still light one of the lanterns. At first, I thought the script lacked a "else"-parameter telling it to end if anything but a torch was inserted. I can't seem to fix it though. Thoughts?

Great work btw, and I'm quite new to scripting Grimrock so bear with me. I did manage to make some nice looking drainage floors with custom fires glowing far below and filling the room with smoke, so progress is being had.

Re: (Object Assets) Empty Catacomb as Alcove and other alcov

Posted: Thu Oct 04, 2012 11:44 am
by Blichew
Now we need a fireplace model only...
"Challenge accepted" anyone - I even got a obj file for you ;)
http://www.turbosquid.com/3d-models/fir ... obj/467670
Edit: we could go further: if you put down the fire alcove spawns with something behind the fire :)

Re: (Object Assets) Empty Catacomb as Alcove and other alcov

Posted: Thu Oct 04, 2012 12:46 pm
by Komag
crisman wrote:Once I've tried to make a goromorg statue fourway acting like an alcove, for placing scrolls on it (if I recall correctly in the base game you can find a scroll on it once).
For some reasons the model shifted forward and it wasn't in the middle of a square anymore.
I should try that again...
Yes, please! I want to use that exact effect and am not sure how to set it up

Re: (Object Assets) Empty Catacomb as Alcove and other alcov

Posted: Thu Oct 04, 2012 12:50 pm
by flatline
Some experiments with particle effects and alcoves:
SpoilerShow
Image
SpoilerShow
Image

Re: (Object Assets) Empty Catacomb as Alcove and other alcov

Posted: Thu Oct 04, 2012 12:53 pm
by Neikun
Komag wrote:
crisman wrote:Once I've tried to make a goromorg statue fourway acting like an alcove, for placing scrolls on it (if I recall correctly in the base game you can find a scroll on it once).
For some reasons the model shifted forward and it wasn't in the middle of a square anymore.
I should try that again...
Yes, please! I want to use that exact effect and am not sure how to set it up
Try eye sockets on top of the goromorg.
-Thanks, Petri
Oh that doesn't work as well as it should.
I think I'll modify a mouth socket for this one.

Neat idea that I don't have time to try before work: A sword stuck in the goromorg's hood. :D

Re: (Object Assets) Empty Catacomb as Alcove and other alcov

Posted: Thu Oct 04, 2012 12:54 pm
by Neikun
flatline wrote:Some experiments with particle effects and alcoves:
SpoilerShow
Image
SpoilerShow
Image
I love the fire under the grate.
Hey, try it with a wall_drainage!
Not sure what the second one is supposed to be.
And elevator?

Re: (Object Assets) Empty Catacomb as Alcove and other alcov

Posted: Thu Oct 04, 2012 1:32 pm
by Neikun
A goromorg slot.
This is positioned so a scroll sits nicely on a wall goromorg's folded arms.
I don't have time right now to test other items, but I imagine a lot of items would fit nicely.

Code: Select all

defineObject{
	name = "goromorg_slot",
	class ="Alcove",
	anchorPos = vec(0.02, 1.75, 0.12),
	targetPos = vec(0,1.7, 0),
	targetSize = vec(0.1, 0.8, 0.2),
	placement = "wall",
	replacesWall = false,
	editorIcon = 92,
}

Re: (Object Assets) Empty Catacomb as Alcove and other alcov

Posted: Thu Oct 04, 2012 2:14 pm
by Blichew
Blichew wrote:Now we need a fireplace model only...
"Challenge accepted" anyone - I even got a obj file for you ;)
http://www.turbosquid.com/3d-models/fir ... obj/467670
Edit: we could go further: if you put down the fire alcove spawns with something behind the fire :)
Turn's out the model I've linked is priced $25 or so, so here's another free one in .3ds format that can be imported to blender.
http://www.turbosquid.com/3d-models/fre ... del/339206