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Re: Corrupt wallset

Posted: Sun Oct 28, 2012 4:17 am
by Asteroth
I updated the wallset (and download). I realized it's not too usefull without stairs, so I added stairs. This was also the first time I've tweaked something beyond retexturing. I added small blood-splatters to the stairs themselves. While there hard to notice and didn't come out too well I think they still improve the ambience.

Re: Corrupt wallset (1.1)

Posted: Sun Oct 28, 2012 4:20 am
by Neikun
You should put a link in the first post.

Re: Corrupt wallset (1.1)

Posted: Sun Oct 28, 2012 2:36 pm
by Ciccipicci
I've downloaded the pack again and I've found some errors in the code easily adjustable. For the stairs one texture isn't where it should to be and the objects.lua file is missing as before.

Re: Corrupt wallset

Posted: Mon Oct 29, 2012 2:12 am
by Asteroth
Ciccipicci wrote:Man. I like your set, but you've forgotten to release the objects.lua file into the pack.
Are there any objects? (If theres something stupid about what I've just said remember I'm new.)

Re: Corrupt wallset (1.1)

Posted: Mon Oct 29, 2012 3:02 am
by Ciccipicci
Well, your set is selectable only in the properties window of a level to change the wall set. Even doing this, pillars, doors, etc don't change their aspect. Plus of this, the asset browser list is empty of props, etc of your set.

Re: Corrupt wallset (1.1)

Posted: Mon Oct 29, 2012 11:38 am
by Asteroth
Ciccipicci wrote:Well, your set is selectable only in the properties window of a level to change the wall set. Even doing this, pillars, doors, etc don't change their aspect. Plus of this, the asset browser list is empty of props, etc of your set.
Okay, If I add objects.lua do I just copy materials into it? I have only used it by selecting it as a wallset, not that I have yet got to using it other than to test it out and take screenshots. I would like to solve the problem.

Re: Corrupt wallset (1.1)

Posted: Mon Oct 29, 2012 5:03 pm
by msyblade
I think what is being pointed out is that the Wallset, while gorgeous, will be severely limited in how it can be implemented if it does not include doorways, an alcove, an altar and some statues to match. I have this downloaded and am tinkering with a dungeon where this is the first floor only.I can use it to set a mood for the rest of the mod early, but cannot build any mechanics around it because no objects match.But I could see entire mods being built around it if it were complete.

also, magical light sources and ceiling lamps are blue and just plain do not look good here. You need that yellow/red natural torchlight to make it pop. Build a hallway going two directions from where you stand and put ceiling lamps down one and torchlight down the other. look down the ceiling lamp hallway then turn once so it changes to torchlight. The difference is startling. In fact, i have decided to go back through my mod with this stark contrast in mind.

got a solution here if you want the natural light but dont want the party to have their own light,

viewtopic.php?f=14&t=3946

Re: Corrupt wallset (1.1)

Posted: Tue Oct 30, 2012 1:34 am
by Ciccipicci
I've done myself a little update of this set, even if a lot of model for dooways alcove etc are NOT present (it's up to mod creator to resolve this 'cause I don't have the time to make this, sorry).

For who has downloaded this set copy/paste the code below into mod_assets/objects.lua
SpoilerShow
defineObject{
name = "corrupt_pillar",
class = "Decoration",
model = "mod_assets/models/corrupt_pillar.fbx",
placement = "pillar",
editorIcon = 108,
}

defineObject{
name = "corrupt_portcullis",
class = "Door",
model = "assets/models/env/door_portcullis.fbx",
doorFrameModel = "mod_assets/models/corrupt_door_frame.fbx",
pullChainModel = "assets/models/env/door_pullchain.fbx",
pullChainAnim = "assets/animations/env/door_pullchain.fbx",
openSound = "gate_open",
closeSound = "gate_close",
lockSound = "gate_lock",
killPillars = true,
openVelocity = 1.3,
closeVelocity = 0,
closeAcceleration = -10,
sparse = true,
placement = "wall",
editorIcon = 124,
}

defineObject{
name = "corrupt_stairs_down",
class = "Stairs",
model = "mod_assets/models/corrupt_stairs_down.fbx",
down = true,
editorIcon = 48,
}

defineObject{
name = "corrupt_stairs_up",
class = "Stairs",
model = "mod_assets/models/corrupt_stairs_up.fbx",
down = false,
editorIcon = 44,
}

defineObject{
name = "corrupt_door_iron",
class = "Door",
model = "assets/models/env/door_iron.fbx",
doorFrameModel = "mod_assets/models/corrupt_door_frame_wide.fbx",
pullChainModel = "assets/models/env/door_pullchain.fbx",
pullChainAnim = "assets/animations/env/door_pullchain.fbx",
openSound = "gate_iron_open",
closeSound = "gate_iron_close",
lockSound = "gate_lock",
killPillars = true,
doubleDoor = true,
openVelocity = 1.1,
closeVelocity = -1.1,
closeAcceleration = 0,
placement = "wall",
editorIcon = 16,
}

defineObject{
name = "corrupt_ceiling_shaft",
class = "Decoration",
model = "mod_assets/models/corrupt_ceiling_pit.fbx",
placement = "ceiling",
editorIcon = 104,
}

defineObject{
name = "corrupt_floor_drainage",
class = "Decoration",
model = "mod_assets/models/corrupt_floor_drainage.fbx",
placement = "floor",
replacesFloor = true,
editorIcon = 136,
}

defineObject{
name = "corrupt_wall_drainage",
class = "Decoration",
model = "mod_assets/models/corrupt_wall_drainage.fbx",
placement = "wall",
replacesWall = true,
editorIcon = 92,
}

Re: Corrupt wallset (1.1)

Posted: Tue Oct 30, 2012 1:36 am
by Neikun
Nice job, Cicci.

Re: Corrupt wallset (1.1)

Posted: Tue Oct 30, 2012 1:38 am
by Ciccipicci
Thanks Neikun!