Okaay... so i´ve modeled my DM pack key models the wrong way - they have no underside^^
Need to fix.. :/
Keys in locks. Dungeon Master 2 style.
Re: Keys in locks. Dungeon Master 2 style.
Dungeon Master Resource Pack worker and passionated Beer drinker
- spectre900
- Posts: 124
- Joined: Fri Sep 14, 2012 1:47 am
Re: Keys in locks. Dungeon Master 2 style.
that.... sounds a lot harder to do than just make a few text edits. ^^;Isaac wrote: It is easy to define a decoration, and use any lock model for it... but you will have to load the lock model into the GMT utility and adjust the height (and depth?) manually; saving the result as a custom model for the alcove.
*Any fake lock alcove should probably return False if there is an object in it.
Buuut, may be worth it in the long run.
Anyways, I added some prison aligned alcoves in the meantime so they should look fine now as well.
Re: Keys in locks. Dungeon Master 2 style.
it's not as involved as it sounds; John Wordsworth did all the heavy lifting creating the utility.spectre900 wrote:that.... sounds a lot harder to do than just make a few text edits. ^^;Isaac wrote: It is easy to define a decoration, and use any lock model for it... but you will have to load the lock model into the GMT utility and adjust the height (and depth?) manually; saving the result as a custom model for the alcove.
*Any fake lock alcove should probably return False if there is an object in it.
Buuut, may be worth it in the long run.
Anyways, I added some prison aligned alcoves in the meantime so they should look fine now as well.
What you need first, is to download the Grimrock Asset Pack;that will give access to the lock model.
Next install GMT and then load the lock model into it. Locks have two nodes; the root node you can ignore; select the other one and the entire model should turn red [highlighted]. It would probably suffice to just type the number 1.5 into the vertical translation field [the middle one] and click the "translate" button to commit; then save the model to your mod folder.
The asset pack also gives access to the object definitions and you can load them into any text editor and find a decoration object; then just copy/paste the entry into your mod's object.lua file. Change the path to the model file that it uses to the path to your custom model. Change the object's name to something else (but descriptive). The only non-intuitive part is that the where the model you saved from GMT ends in a .model extension, in the path you need to type it as a .fbx extension; so "mod_assets/models/my_custom_lock.model" needs to be written as "mod_assets/model/my_custom_lock.fbx" for the game to use it.
Once you save the Object.lua file to your mod's "scripts" folder, completely reload your Dungeon project, and you should see your custom decoration.
Re: Keys in locks. Dungeon Master 2 style.
There are my models for lock alcoves.
http://ulozto.cz/xPctn75o/models-zip
http://ulozto.cz/xPctn75o/models-zip
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
MultiAlcoveManager, Toolbox, Graphic text,
- spectre900
- Posts: 124
- Joined: Fri Sep 14, 2012 1:47 am
Re: Keys in locks. Dungeon Master 2 style.
Awesome, these works great! Makes placing these locks soooo much easier. ^^AdrTru wrote:There are my models for lock alcoves.
http://ulozto.cz/xPctn75o/models-zip
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Edit:
I have noticed an issue with the vanilla locks. While they appear further inside the walls in the editor and the level you start your game in, they are NOT that far in the wall on levels that you get to later. so any prison lock alcove is now mis-aligned. =/
Re: Keys in locks. Dungeon Master 2 style.
You need to open the lock models you plan to use, and adjust the position in the GMT utility, save them as alternate models, and define duplicate lock objects that use your adjusted models; place those on the levels instead. It will work.
- spectre900
- Posts: 124
- Joined: Fri Sep 14, 2012 1:47 am
Re: Keys in locks. Dungeon Master 2 style.
Alright, I managed to edit the models to fit with the prison wallset. Should work fine now, at least it looks good in testing anyway.Isaac wrote:You need to open the lock models you plan to use, and adjust the position in the GMT utility, save them as alternate models, and define duplicate lock objects that use your adjusted models; place those on the levels instead. It will work.
- spectre900
- Posts: 124
- Joined: Fri Sep 14, 2012 1:47 am
Re: Keys in locks. Dungeon Master 2 style.
Made a small update with two new pics and I also merged all files into one single zip file for easier download and usage. I also added the gate locks, although those only contain locks for iron and brass keys.
Enjoy!
SpoilerShow
Gate lock

Normal lock


Normal lock

Re: Keys in locks. Dungeon Master 2 style.
They look really nice. 
