Link to the Past Tribute [WIP MOD + ASSETS]

Are you looking for fun Custom Dungeons that you could play or do you want to share your mod with others? Then this forum is for you!
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MadCatter
Posts: 34
Joined: Mon Nov 03, 2014 5:02 am
Location: Southampton, UK

Link to the Past Tribute [WIP MOD + ASSETS]

Post by MadCatter »

Mod Information:

Hi everyone, I'm new to the forums, and the modding scene in general.

I originally just started messing around in the Dungeon Editor then stumbled across Skuggasveinn's tutorials which inspired me to have a proper go at modding.
As a way of experimenting with features and custom assets I decided to create a dungeon based on the game "Legend of Zelda - A link to the past" as it is one of my all-time favourites.

Depending on how horribly I fail at creating new models and textures, I plan to eventually release a tileset of building materials (eg. Brick walls, wooden floors, windows, roof tiles, paving stones etc.) as well as potentially some reprogrammed monsters/bosses. My 3D modelling skills are very basic at the moment, so we'll see how far that goes.

As far as the dungeon is concerned. I intend to create a world similar to the original, but with more Grimrock-style combat and puzzles.

If any of you remember the original game, hopefully you will recognise some of the levels.

WIP Screenshots:
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Image

Image
I will be uploading more screens as I create new assets, and will hopefully be releasing a WIP build as soon as it's reasonably playable.

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Custom Assets:
All models and textures subject to change.

Rupees and Rupee Bag:
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Image
Lantern:
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Image
Hylian Shield:
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Image
House Assets: (wooden walls, pillars, windows, floors, ceilings, 3x roof pieces).
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Image
Image
Image
-------

Cheers,

-MadCatter
Last edited by MadCatter on Sun Dec 14, 2014 8:28 pm, edited 7 times in total.
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Mysterious
Posts: 226
Joined: Wed Nov 06, 2013 8:31 am

Re: [WIP] Link to the Past Tribute

Post by Mysterious »

Now this I like awesome man keep up the good work. Cant wait till you release the Set yeah :)
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sps999
Posts: 44
Joined: Sun Oct 26, 2014 11:16 pm

Re: [WIP] Link to the Past Tribute

Post by sps999 »

I really like the way that Jail looks.

As for your three questions,

1) I believe you can make the party just one person, not exactly sure but I believe it is possible.
2) Followers might be tricky, as they would probably keep getting in the way of Link, but might be possible with some scripting of their brain.
3) With some brain surgery having NPCs will also be possible. I can go into more detail if you want (as I've made a really similar script), but basically you can have the monsters walk to different objects, then when the player is adjacent have them stop and turn to the player. It would then be possible to print something to the HUD to have them say something. They wouldn't have much interaction yet though, until a more advance person comes along and makes dialogue or shops.
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Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: [WIP] Link to the Past Tribute

Post by Drakkan »

good luck with this, Zelda has sometimes many nice and interesting puzzles which could work nicely in Log. Also having some new models for building etc. is always cool, so looking forward to it.
Breath from the unpromising waters.
Eye of the Atlantis
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akroma222
Posts: 1029
Joined: Thu Oct 04, 2012 10:08 am

Re: [WIP] Link to the Past Tribute

Post by akroma222 »

Such a great idea!
Link to the Past was epic :D
Good luck with your work
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MadCatter
Posts: 34
Joined: Mon Nov 03, 2014 5:02 am
Location: Southampton, UK

Re: [WIP] Link to the Past Tribute

Post by MadCatter »

I have updated the original post with two new assets, rupees and the lantern. The lantern icon is currently a placeholder.

Constructive criticism is much appreciated. :)
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TheLastOrder
Posts: 104
Joined: Wed Oct 17, 2012 1:56 am

Re: [WIP] Link to the Past Tribute

Post by TheLastOrder »

Man, you're going to need an army or a few years to achieve this... :O

It's an incredible work, and yeah, I recognized that level!!!! Hahaha! Well done! :)
NutJob
Posts: 426
Joined: Sun Oct 19, 2014 6:35 pm

Re: [WIP] Link to the Past Tribute

Post by NutJob »

Use this:

Code: Select all

party.torch:setType("spot")
When they equip that lantern to create a more directional, flashlight effect. Change it back to pointlight when they unequip.
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Doridion
Posts: 256
Joined: Tue Jun 10, 2014 9:23 pm

Re: [WIP] Link to the Past Tribute

Post by Doridion »

Hey dude ! Find something who'll interest you ;)
SpoilerShow

Code: Select all

defineObject{
	baseObject = "base_item",
	name = "sack",
	components = {
		{
			class = "Model",
			name = "model",
			model = "assets/models/items/sack_empty.fbx",
		},
		{
			class = "Item",
			name = "item",
			uiName = "Sack",
			weight = 0.4,
			gfxIndexContainer = 482,
			gfxIndex = 82,
			fitContainer = false,
		},
		{
			class = "ContainerItem",
			name = "containeritem",
			containerType = "sack",
			openSound = "container_sack_open",
			closeSound = "container_sack_close",
			onInit = function() print('Cannot Scrape Functions'); end,
			onInsertItem = function() print('Cannot Scrape Functions'); end,
			onRemoveItem = function() print('Cannot Scrape Functions'); end,
		}
	}
}

defineObject{
	baseObject = "base_item",
	name = "wooden_box",
	components = {
		{
			class = "Model",
			name = "model",
			model = "assets/models/items/wooden_box.fbx",
		},
		{
			class = "Item",
			name = "item",
			uiName = "Wooden Box",
			weight = 3,
			gfxIndexContainer = 483,
			gfxIndex = 83,
			fitContainer = false,
		},
		{
			class = "ContainerItem",
			name = "containeritem",
			containerType = "chest",
			openSound = "container_box_open",
			closeSound = "container_box_close",
		}
	}
}
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MadCatter
Posts: 34
Joined: Mon Nov 03, 2014 5:02 am
Location: Southampton, UK

Re: [WIP] Link to the Past Tribute

Post by MadCatter »

Doridion wrote:Hey dude ! Find something who'll interest you ;)
SpoilerShow

Code: Select all

defineObject{
	baseObject = "base_item",
	name = "sack",
	components = {
		{
			class = "Model",
			name = "model",
			model = "assets/models/items/sack_empty.fbx",
		},
		{
			class = "Item",
			name = "item",
			uiName = "Sack",
			weight = 0.4,
			gfxIndexContainer = 482,
			gfxIndex = 82,
			fitContainer = false,
		},
		{
			class = "ContainerItem",
			name = "containeritem",
			containerType = "sack",
			openSound = "container_sack_open",
			closeSound = "container_sack_close",
			onInit = function() print('Cannot Scrape Functions'); end,
			onInsertItem = function() print('Cannot Scrape Functions'); end,
			onRemoveItem = function() print('Cannot Scrape Functions'); end,
		}
	}
}

defineObject{
	baseObject = "base_item",
	name = "wooden_box",
	components = {
		{
			class = "Model",
			name = "model",
			model = "assets/models/items/wooden_box.fbx",
		},
		{
			class = "Item",
			name = "item",
			uiName = "Wooden Box",
			weight = 3,
			gfxIndexContainer = 483,
			gfxIndex = 83,
			fitContainer = false,
		},
		{
			class = "ContainerItem",
			name = "containeritem",
			containerType = "chest",
			openSound = "container_box_open",
			closeSound = "container_box_close",
		}
	}
}
Thanks a lot :D

I've been completely absorbed by Dragon Age: Inquisition recently, but this should be incredibly useful when I get back to modding (hopefully not too long if I can tear myself away).
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