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Link to the Past Tribute [WIP MOD + ASSETS]
Posted: Fri Nov 07, 2014 3:58 am
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:
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:
Lantern:
Hylian Shield:
House Assets: (wooden walls, pillars, windows, floors, ceilings, 3x roof pieces).
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Cheers,
-MadCatter
Re: [WIP] Link to the Past Tribute
Posted: Fri Nov 07, 2014 4:47 am
by Mysterious
Now this I like awesome man keep up the good work. Cant wait till you release the Set yeah

Re: [WIP] Link to the Past Tribute
Posted: Fri Nov 07, 2014 6:03 am
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.
Re: [WIP] Link to the Past Tribute
Posted: Fri Nov 07, 2014 10:59 am
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.
Re: [WIP] Link to the Past Tribute
Posted: Fri Nov 07, 2014 2:06 pm
by akroma222
Such a great idea!
Link to the Past was epic
Good luck with your work
Re: [WIP] Link to the Past Tribute
Posted: Thu Nov 20, 2014 3:38 am
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.

Re: [WIP] Link to the Past Tribute
Posted: Thu Nov 20, 2014 5:20 am
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!

Re: [WIP] Link to the Past Tribute
Posted: Fri Nov 21, 2014 7:52 am
by NutJob
Use this:
When they equip that lantern to create a more directional, flashlight effect. Change it back to pointlight when they unequip.
Re: [WIP] Link to the Past Tribute
Posted: Sun Nov 23, 2014 8:02 pm
by Doridion
Hey dude ! Find something who'll interest you
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",
}
}
}
Re: [WIP] Link to the Past Tribute
Posted: Tue Nov 25, 2014 5:38 am
by MadCatter
Doridion wrote:Hey dude ! Find something who'll interest you
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
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).