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[assets] Water Fountains

Posted: Mon Feb 18, 2013 11:29 pm
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.

Re: [assets] Water Fountains

Posted: Mon Feb 18, 2013 11:54 pm
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

Re: [assets] Water Fountains

Posted: Tue Feb 19, 2013 12:53 am
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-)

Re: [assets] Water Fountains

Posted: Tue Feb 19, 2013 1:19 am
by Wanderer
Skuggasveinn, you know I love pools, fountains and such things :mrgreen:
Yeah and indeed this works of you look great.

lg Wanderer

Re: [assets] Water Fountains

Posted: Tue Feb 19, 2013 3:10 am
by Hustin
Wow! How about a blood fountain?

Re: [assets] Water Fountains

Posted: Tue Feb 19, 2013 1:32 pm
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-)

Re: [assets] Water Fountains

Posted: Tue Feb 19, 2013 9:44 pm
by Ixnatifual
These look cool.

Re: [assets] Water Fountains

Posted: Wed Feb 20, 2013 9:11 am
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,
}

Re: [assets] Water Fountains

Posted: Wed Feb 20, 2013 4:42 pm
by Ixnatifual
I think that last one was used by an ogre as a toilet!

Re: [assets] Water Fountains

Posted: Wed Feb 20, 2013 8:22 pm
by Skuggasveinn
Ixnatifual wrote:I think that last one was used by an ogre as a toilet!
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:D