[assets] Water Fountains

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Skuggasveinn
Posts: 562
Joined: Wed Sep 26, 2012 5:28 pm

[assets] Water Fountains

Post by Skuggasveinn »

Hi.

Here are the water fountains I made a while back for the dungeon and temple tilesets.

Please have a look at the exemple dungeon in the editor that comes along to see how to use these with the particle effects and sounds.
at this moment they are just props, but you should be able to create "hidden" alcoves or something that will fill up bottles and flasks.
in the exemple dungeon there is a fountain thats empty but with a press of a button gets filled up, and if its full, pressing the button again fill drain it, making it ready to be filled again - every fountain has 3 cycles, empty, flowing and static.

Dungeon one.
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Floor standing one
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Temple One
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Poison one - Its easy to change the texture of the water with the GMT and place your own particle effects.
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also the UV mapping is "friendly" to the original textures, so you should be able to change the wall texture for the Frozen tileset or the elven tileset to make it fit.

http://grimrock.nexusmods.com/mods/202

Skuggasveinn.
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.
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Drakkan
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Joined: Mon Dec 31, 2012 12:25 am

Re: [assets] Water Fountains

Post by Drakkan »

perfect as usuallly. love the standing one and used many of "alcove" ones already. poison one have perhaps too bright green water (too toxic), but love the poison cloud coming from it
Breath from the unpromising waters.
Eye of the Atlantis
Grimfan
Posts: 369
Joined: Wed Jan 02, 2013 7:48 am

Re: [assets] Water Fountains

Post by Grimfan »

Another spectacular asset Skuggasveinn! If you keep this up my entire dungeon will become a dedication to your assets. ;) I have a perfect place for your fountains. In fact, I have a couple of perfect places for your fountains! 8-)
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Wanderer
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Joined: Sat Dec 29, 2012 9:08 pm
Location: Lyramion / Twinlake :)

Re: [assets] Water Fountains

Post by Wanderer »

Skuggasveinn, you know I love pools, fountains and such things :mrgreen:
Yeah and indeed this works of you look great.

lg Wanderer
My first LoG-Mod: Abandoned Places 2
Hustin
Posts: 105
Joined: Thu May 31, 2012 7:26 am

Re: [assets] Water Fountains

Post by Hustin »

Wow! How about a blood fountain?
Grimfan
Posts: 369
Joined: Wed Jan 02, 2013 7:48 am

Re: [assets] Water Fountains

Post by Grimfan »

Hi,

I re-textured my first monster tonight (just a yellow shock lizard) and I'd thought I'd have a crack at making a blood effect out of your sx.water textures. However, I'm not quite sure exactly what texture file I have to change to actually change the color to red (or purple or whatever). I thought I would just have to change the normal texture file from blue to red, but that seemed too simple and lo and behold when I tried it out it didn't actually change the color (I thought the diffuse texture file was all about the color of an object or material anyhow :? ). Do I have to also change the diffuse and specular files or am I missing something very simple? I know at times there is stuff going on "under the hood" so to speak with texturing and modelling, and I thought this might be a case in point.

Anyone with more experience re-texturing (more than one single easy model) can chime in. :)

Oh, and now that Neikun has pointed out that you have breakable walls Skuggasveinn I've filled my mod with them. 8-)
Ixnatifual

Re: [assets] Water Fountains

Post by Ixnatifual »

These look cool.
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Pandafox
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Re: [assets] Water Fountains

Post by Pandafox »

yeah ! That's really cool !
Exactly what I wanted ! thanks ! ;)

I can share what I made with it.
I made it possible to full the waterskins asset made by Germanny. (and possible to fill the flasks too)
Have to change the LUA :

Code: Select all

defineObject{
	name = "sx_dungeon_fountain_flowing",
	class = "Alcove",
	anchorPos = vec(0, 1.50, -0.1),
  	targetPos = vec(0, 1.50, -0.1),
   	targetSize = vec(0.6, 1.5, 0.6),
	model = "mod_assets/sx_water_fountains/models/sx_dungeon_fountain_flowing.fbx",
	placement = "wall",
	replacesWall = true,
	editorIcon = 8,
	onInsertItem = function(self, item)
     		local allowed = {"dm_waterskin", "dm_waterskin_half", "dm_waterskin_rest", "dm_waterskin_third", "flask"}
     		for i = 1, #allowed do
       		if item.name == allowed[i] then 
			setMouseItem()
			playSound("full_water")
			if item.name == "flask" then
				setMouseItem(spawn("water_flask"))
			else
				setMouseItem(spawn("dm_waterskin_full"))
          		end
			
       			end
     		end   
	end,
}
Ixnatifual

Re: [assets] Water Fountains

Post by Ixnatifual »

I think that last one was used by an ogre as a toilet!
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Skuggasveinn
Posts: 562
Joined: Wed Sep 26, 2012 5:28 pm

Re: [assets] Water Fountains

Post by Skuggasveinn »

Ixnatifual wrote:I think that last one was used by an ogre as a toilet!
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:D
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.
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