Loot crates?

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NSPlayer
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Loot crates?

Post by NSPlayer »

I was wondering if there exists loot crates of some kind?

It needs to be able to contain X item(s) and can either be broken and drop the items on the floor (kind of like the duke 3d trash can), or accessed with an inventory-like screen (similar to that of DooMRPG)

I'd love to use something like this for a map that I'm doing, if you'd be so kind? And yes, I'll give full credits.
Nevander
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Re: Loot crates?

Post by Nevander »

Sorry I don't know exactly how to do it, but I know it's possible. You basically just need to make a thing (the crate) and when destroyed, spawn the thing you want to come out of it, which I believe can be randomized through some coding. So when destroyed, a crate could drop a clip, shells, or whatever you want at random.
NSPlayer
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Re: Loot crates?

Post by NSPlayer »

Nevander wrote:Sorry I don't know exactly how to do it, but I know it's possible. You basically just need to make a thing (the crate) and when destroyed, spawn the thing you want to come out of it, which I believe can be randomized through some coding. So when destroyed, a crate could drop a clip, shells, or whatever you want at random.
That'd be cool, so it'd spawn something based on a %, how likely, etc. I know it does exist, because I've seen it done in DoomRPG, but I don't want to dig through that mod in XWE and copy it, it'd be a complete mess XD

Maybe someone could make it, since I'm a complete terribad at it? They'll be paid with memes.
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Xane123
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Re: Loot crates?

Post by Xane123 »

Would the RandomSpawner class work? If your crates drop an actor inheriting from this class, they'll drop a random DropItem specified in it.

I just checked the wiki page and they can have random chances or being spawned from the list, though I don't know if it'll really work since I only use RandomSpawner for spawning random variants of a monster in the past.
NSPlayer
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Re: Loot crates?

Post by NSPlayer »

Xane123 wrote:Would the RandomSpawner class work? If your crates drop an actor inheriting from this class, they'll drop a random DropItem specified in it.

I just checked the wiki page and they can have random chances or being spawned from the list, though I don't know if it'll really work since I only use RandomSpawner for spawning random variants of a monster in the past.
I need a loot crate model that's breakable, if you or anyone else knows where I could get one. Going to be making a dungeon-like doom thing. With bosses and other goodies, the loot crates would make it far more interesting. I find myself copying bits out of people's maps and changing it up and using that as a theme. I'll put in credits if they'd like me to.
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|ndußtrial
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Re: Loot crates?

Post by |ndußtrial »

i think everyone's suggesting you make it (and i support the idea, decorate is ridiculously easy man)
NSPlayer
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Re: Loot crates?

Post by NSPlayer »

It'd be nice if I had some models to work with at least, and I refuse to learn how to make those. Decorate I can understand, but not sprites and models, for the life of me I can't do them, lel.
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|ndußtrial
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Re: Loot crates?

Post by |ndußtrial »

this dude's site is dedicated to his modelling; the models are in the public domain, and many were actually made for use in gzdoom, or risen3d.
if you're not averse to very simple modelling and would be interested in learning a bit about it, read about voxels (i personally can do conventional models, but i can't unwrap the polygons for texturing; voxels, to me, seem pretty promising.)
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YukiHerz
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Re: Loot crates?

Post by YukiHerz »

A note on voxels, i don't suppose this has changed, but in the past i had been told that voxels are much more taxing in the GL renderer, due to each square being a full 3d box, meaning 12 trianles, many vertices, many lines, so when possible, try to optimize your voxels by removing what's not visible, i personally convert the voxels to obj with magicavoxel, remove all lines which are not gonna be seen by anyone and then export as md3, i know the flat shading is gonna be a major problem, but for my experiments it adds to the cartoonish atmosphere.
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|ndußtrial
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Re: Loot crates?

Post by |ndußtrial »

HazeBandicoot wrote:A note on voxels, i don't suppose this has changed, but in the past i had been told that voxels are much more taxing in the GL renderer, due to each square being a full 3d box, meaning 12 trianles, many vertices, many lines, so when possible, try to optimize your voxels by removing what's not visible, i personally convert the voxels to obj with magicavoxel, remove all lines which are not gonna be seen by anyone and then export as md3, i know the flat shading is gonna be a major problem, but for my experiments it adds to the cartoonish atmosphere.
this is awesome to know, thanks!
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