OSP 3D Art Dungeon-Labyrinth-parts and Magnus-Hammer

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OSP labyrinth and Magnus-Hammer

download!

Hi folks!

In my Astorionar Adventure Mod I built a labyrinth consiting of different part,
they can be combined as you like and maybe some fun scenes and labyrinths can
be built by it.
You have the following parts:
-way
-corner
-sharp corner
-crossing
-6-way crossing
-room (only one way in and same way out)
-stairs (move to the next level of the labyrinth)

Picture of a 6-way-crossing taken from my mod:
room6n.jpg

Map of the labyrinth (you can see the hexagonal parts!):
labyrinthplan.jpg

The brf also includes an unrealistic hammer I've made.

Magnus Hammer:
myhammer.jpg
There is one more colorful texture and one darker (you need to change the textures names to
choose) They're with normal and specmap.

To include these thing you need to add the following (if you're working with the ms!):

module_scene_props.py:
Code:
   ("labyrinth_corner",0,"labcorn","bo_labcorn", []),
   ("labyrinth_corner_sharp",0,"labcornsha","bo_labcornsha", []),
   ("labyrinth_crossing",0,"labcross","bo_labcross", []),
   ("labyrinth_6ways",0,"labcross6","bo_labcross6", []),
   ("labyrinth_room",0,"labend","bo_labend", []),
   ("labyrinth_stairs",0,"labstairs","bo_labstairs", []),
   ("labyrinth_way",0,"labway","bo_labway", []),

module_items.py:
Code:
["am_hammer",   "Magnus Hammer", [("am_hammer",0)], itp_type_two_handed_wpn|itp_merchandise| itp_two_handed|itp_primary|itp_bonus_against_shield|itp_wooden_parry|itp_unbalanced, itc_nodachi|itcf_carry_axe_back,
 90 , weight(5.5)|difficulty(10)|spd_rtng(90) | weapon_length(90)|swing_damage(38 , blunt) | thrust_damage(0 ,  blunt),imodbits_mace ],

And don't forget to add it to your module's ini!

...and don't forget to add the textures to the "Texture"-folder!  :wink:

Code:
load_mod_resource = OSP_AM_labyrinth

I don't guarantee that everything works fine. If you have bugs, post!

A. Magnus
 
But you need to build it first!
you can make a concept (like the one I posted),
but putting the things together is still a lot of work.
 
Albertus Magnus said:
But you need to build it first!
you can make a concept (like the one I posted),
but putting the things together is still a lot of work.
Oh but I got Freddex for that
[me=Arch3r]laughs in an evil way.[/me]
 
That is awesome, I will maybe try to find a use for it.

It's too bad that you can't script AI meshes, then we could build a true random generator fairly easily...
 
I'm having quite a nasty problem with your labyrinth stuff: all the collisions of the labytinth parts are inverted which means you will get through it when normaling walking in it and you'll be stuck inside t cause you can't walk back out. Is there a solution?
 
Collision is inverted!? That's nasty! You can export it. Open it in Wings (e.g.)
Invert the model and export it as ".obj". Import it in OpenBrf and everything should be fine!
I'll have a look at the uploaded files soon!
 
Albertus Magnus said:
Collision is inverted!? That's nasty! You can export it. Open it in Wings (e.g.)
Invert the model and export it as ".obj". Import it in OpenBrf and everything should be fine!
I'll have a look at the uploaded files soon!

Will try it out tomorrow, Thanks for the fast answer
 
Wow looks great. Now if you could get a script that randomized the labyrinth every time you entered, you would have one amazing pack.
 
I inverted the collision meshes.
Should work now.

edit: Who changed the title to "[scene]..."?
It's not a scene! You can make a thousand different scenes from it, but it's not a scene!  :wink:
...and sorry for being active. Won't happen again.

If you have questions or remarks and want a response, don't forget to pm me your email-adress.
 
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