The Custom Alcove Thread. (Neikun, Batty and Crisman)

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Blichew
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Re: (Object Assets) Empty Catacomb as Alcove and other alcov

Post by Blichew » Wed Oct 03, 2012 7:10 am

Neikun wrote:
I'm getting the sneaking suspicion that anything at all that you might want to do in the game can be handled by alcoves.
Would you mind testing something for me ? (I'm super busy @ work for at least few next hours) :P

If you put an alcove slightly behind a wall, can you still put items in there ? If not, how this can be achieved ?

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

Post by Ixnatifual » Wed Oct 03, 2012 8:05 am

Some really cool stuff going on in this thread. :) I was wondering about putting stuff on the prison_bench myself, but didn't consider all the other potential "alcoves."

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

Post by Neikun » Wed Oct 03, 2012 12:20 pm

Blichew wrote:
Neikun wrote:
I'm getting the sneaking suspicion that anything at all that you might want to do in the game can be handled by alcoves.
Would you mind testing something for me ? (I'm super busy @ work for at least few next hours) :P

If you put an alcove slightly behind a wall, can you still put items in there ? If not, how this can be achieved ?
Hmm. There's a wall model something like wall_drainage or something that if you place an item behind the wall, the player can see it in the drainage and pick it up.
Note: you could also use this to hint an illusory wall, because if you place floor behind it, you can walk through it.
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Neikun
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Re: (Object Assets) Empty Catacomb as Alcove and other alcov

Post by Neikun » Wed Oct 03, 2012 12:23 pm

Ixnatifual wrote:Some really cool stuff going on in this thread. :) I was wondering about putting stuff on the prison_bench myself, but didn't consider all the other potential "alcoves."
I first started saying what if when Almost Human told use all that altars are alcoves.
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crisman
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Re: (Object Assets) Empty Catacomb as Alcove and other alcov

Post by crisman » Wed Oct 03, 2012 12:35 pm

I'm having a issue with the sword statue. I wanted to try the same stuff, just for fun, with the sword statue instead of the spear one and... my editor crashes when I try to place it in the dungeon. :shock:
I've used the same exactly code I've used for the spear statue so far, changed only the model name (useless to say that :mrgreen: ). It is only me??

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

Post by Neikun » Wed Oct 03, 2012 12:42 pm

crisman wrote:I'm having a issue with the sword statue. I wanted to try the same stuff, just for fun, with the sword statue instead of the spear one and... my editor crashes when I try to place it in the dungeon. :shock:
I've used the same exactly code I've used for the spear statue so far, changed only the model name (useless to say that :mrgreen: ). It is only me??
Lemme give it a try.
Also, post what you used for script

I'm not having a problem.
Also, it should be noted that the sword in the statues hand is the Dismantler.
Also, the sword in his hand is smaller than the Dismantler. The should make tweaking easier =D
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Re: (Object Assets) Empty Catacomb as Alcove and other alcov

Post by Neikun » Wed Oct 03, 2012 1:34 pm

Here's the sword statue as an alcove.

Code: Select all

defineObject{
    name = "temple_gladiator_statue_alcove_sword",
    class = "Alcove",
    model = "assets/models/env/temple_gladiator_statue_dismantler.fbx",
anchorPos = vec(-0.318, 1.424, -0.08),
anchorRotation = vec(35,253,148),
targetPos = vec(-0.318,1.424, -0.08),
targetSize = vec(0.1, 0.8, 0.2),
onInsertItem = function(self, item)
return item.name == "dismantler" and self:getItemCount() == 0
end,
    placement = "wall",
    replacesWall = true,
	statueBase = true,
	editorIcon = 92,
}
I may or may not do the helmet.
If anyone wants to try it, it's a helmet of valor.
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Re: (Object Assets) Empty Catacomb as Alcove and other alcov

Post by Neikun » Thu Oct 04, 2012 12:29 am

This one's a little strange.
Not sure how I feel about it, to be honest.
Image
That's this alcove:

Code: Select all

defineObject{
	name= "nonalcove_wall",
	class = "Alcove",
	model = "assets/models/env/dungeon_secret_door.fbx",
	anchorPos = vec(0, 0,-0.035),
	anchorRotation = vec(0,0,0),
	targetPos = vec(3,3, 1),
	targetSize = vec(0, 0, 0),
    	placement = "wall",
  	replacesWall = false,
	editorIcon = 92,
}
with this item inside it.:

Code: Select all

	defineObject{
		name = "wallplating",
		class = "Item",
		uiName = "wallplate",
		model = "assets/models/env/prison_secret_door.fbx",
		gfxIndex = 96,
		weight = 100.0,
	}
I don't know how I would stop the player from being able to click the item on the alcove though.
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crisman
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Re: (Object Assets) Empty Catacomb as Alcove and other alcov

Post by crisman » Thu Oct 04, 2012 12:57 am

Neikun wrote:
crisman wrote:I'm having a issue with the sword statue. I wanted to try the same stuff, just for fun, with the sword statue instead of the spear one and... my editor crashes when I try to place it in the dungeon. :shock:
I've used the same exactly code I've used for the spear statue so far, changed only the model name (useless to say that :mrgreen: ). It is only me??
Lemme give it a try.
Also, post what you used for script

I'm not having a problem.
Also, it should be noted that the sword in the statues hand is the Dismantler.
Also, the sword in his hand is smaller than the Dismantler. The should make tweaking easier =D
Okay, it's because I've called the model temple_gladiator_statue_sword instead of temple_gladiator_statue_dismantler :D
Everything should be fine! Thanks!
I'll try out the helm of valor stuff...

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

Post by crisman » Thu Oct 04, 2012 1:38 am

Helmet of valor stuff. I think it can be tweaked much better, though.
SpoilerShow
Image
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defineObject{
name = "statue_alcove_sword_helmet",
class = "Alcove",
anchorPos = vec(-0.055, 1.99, 0.167),
anchorRotation = vec(13,0,0),
targetPos = vec(0.027,2.13, 0.25),
targetSize = vec(0.3, 0.3, 0.3),
model = "assets/models/env/temple_gladiator_statue_dismantler.fbx",
onInsertItem = function(self, item)
return item.name == "helmet_valor" and self:getItemCount() == 0
end,
placement = "wall",
replacesWall = true,
editorIcon = 92,
}
And I want to show you my winner of The Most Useless Alcove in Grimrock
SpoilerShow
Image
SpoilerShow
Image
:mrgreen:
Unfortunately, it's buggy, the hook is floating in midair (I've took it from pillar decorations), so I won't bother posting the asset, but if you wish it just ask me!
Last edited by crisman on Thu Oct 04, 2012 3:12 am, edited 2 times in total.

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