Free Models and Media / Lafette's free stuff

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Lafette II
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Posted: 17th Feb 2020 09:49 Edited at: 17th Feb 2020 09:49
@ Teabone thanks

Attention !!! New update v2
It contains all content from update1, which is no longer available. The update consists of the dungeon elements, 2 bridges, rotate spikes and spikefloor. Please test the things and let me know if something doesn't work. Thank you very much

MSK_UPDATE_V2
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benjiboy
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Posted: 17th Feb 2020 16:56
Thanks Lafette II. That's a great gift to the community
You can't teach an old dog.
Avenging Eagle
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Posted: 17th Feb 2020 20:31
Got home, downloaded today - great assets! They snap together very well. For me, the albedo/color maps are a little strong and too shaded, but they still look cool. One thing though, the doors seem to reference sound files that aren't included in the pack (audiobank\medimaze\...)

Am I allowed to edit these assets slightly? I'd like to make 'medimazegate2' a bit taller, maybe edit some textures.

AE
Lafette II
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Posted: 17th Feb 2020 21:12
@ Avenging Eagle Thank you
Yes, of course you can adjust the objects, and almost everyone processes the textures anyway, otherwise everyone would have the same thing. I think the color rendering varies from graphics card to graphics card. Actually, I don't make them too high in contrast, but everyone has their own style. Yes, the audio thing. After all this, I no longer had that on the screen. The whole pack took on such dimensions that at times I no longer knew what went where. And time was always on my neck. If I don't forget it, I'll add it later.

mfLg
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AmenMoses
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Posted: 17th Feb 2020 23:06 Edited at: 17th Feb 2020 23:07
double post
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AmenMoses
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Posted: 17th Feb 2020 23:06
Added the rotatespikes2_ani model to the script:
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granada
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Posted: 17th Feb 2020 23:11
You guys are doing great work together

Dave
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AmenMoses
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Posted: 18th Feb 2020 00:03
I try.
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AmenMoses
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Posted: 18th Feb 2020 00:50 Edited at: 18th Feb 2020 10:36
Added rotatingswordtrap.



I reckon you could make a pretty good game with these.

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SOLO DESIGN
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Posted: 18th Feb 2020 12:32
Great stuff guys, There are a lot of downloads on this topic especially the spikes script, which is the one to use? The last one?

Thanks

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Lafette II
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Posted: 18th Feb 2020 15:23
Wait about 1-2 hours. Then update v3 is available. Then you can use 4 traps. I now add sound and a brief description of the update. A short feedback on the functionality could not hurt.
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Lafette II
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Posted: 18th Feb 2020 21:29
The 3rd update is coming a little later than planned. There are 4 sound objects and the repaired bridge2_bed.x, in which an error occurred. Important, read the readme files, then everything should not be a problem.

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AmenMoses
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Posted: 18th Feb 2020 22:06


So this script adds sound, attach sounds to the entities slot 1. The sound playback speed is altered based on the animation speed of the entities which is randomised in the script for a bit more interesting effect.
The soundBitRate variable is set to the rate for the sound samples in the kit, i.e. 11025 kbs. If you use different samples just edit the script to suit the rate for the ones you use.

Been there, done that, got all the T-Shirts!

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Lafette II
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Posted: 18th Feb 2020 22:32
@ AmenMoses you are my personal hero
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Lafette II
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Posted: 19th Feb 2020 07:07
NEU
The latest MSK update. Simply exchange all files. I also added a torch holder for the castle_corridor folder because the existing torch holder did not fit properly. It is set for the pillars, as can be seen in the video

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SOLO DESIGN
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Posted: 19th Feb 2020 13:02
Superb!

Any opening pits or swinging pendulums from the ceiling planned?

Reminds me of a WIP for Deathtrap Dungeon!!!
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AmenMoses
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Posted: 19th Feb 2020 20:36
Been there, done that, got all the T-Shirts!
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GubbyBlips
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Posted: 19th Feb 2020 22:07
They REALLY don't want invaders in that keep!
Superb work, inevitable skewing.
Would kinda be nice to have a large wall lever
to pull down to activate the bridge...
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AmenMoses
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Posted: 19th Feb 2020 23:14
"inevitable skewing"?
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AmenMoses
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Posted: 20th Feb 2020 00:39


big_pendulum using real physics rather than animation.
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Lafette II
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Posted: 20th Feb 2020 02:25
@GubbyBlips
Thank you. You might be able to fix that with the switch to raise and lower the bridge, but what do you mean by inevitable skewing?

@ AmenMoses Excellent, the NPC collision. The pendulum was my first trap object. The animation was more of an attempt to let it swing out and then set it back in motion like clockwork. I didn't really have a plan.
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AmenMoses
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Posted: 20th Feb 2020 19:59 Edited at: 20th Feb 2020 22:08
Here is the NPC killing script.

I've realised that the real physics solution will be more of a pain than it's worth at present. I'll add the animated pendulums to the script next.
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GubbyBlips
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Posted: 21st Feb 2020 03:06
Uggg... could I claim it's a late night post?! Not that late though-
Inevitable skewering!
Just thinking of the small rods that you place on the grill skewered
with veggies-- or in this case something meatier.
Lately chronic brain fuzz and Google didn't help either.
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AmenMoses
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Posted: 21st Feb 2020 22:09 Edited at: 22nd Feb 2020 16:13
GG doing my head in again.

Two issues I found, the first, which I knew about but conveniently forgot, is that when the player dies any looping sounds are stopped so you have to add scripting to detect this and restart them. The second was a strange sound blip when I hit test game, went away when I commented out the LoopSound commands so I tried all sorts of things to fix it but in the end just added a 2 second delay before any sounds are played, that seemed to fix it.

Both fixes are in the attached script.

It is a bit messy at the moment, I'm going to tidy it up once I have finished off the pendulum code (which is in there but not fully functional yet).

Edited to say that I've attached the tidied up version with pendulums working correctly now.
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Lafette II
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Posted: 22nd Feb 2020 17:06 Edited at: 22nd Feb 2020 17:08
And again a new piece of the puzzle is finished. AmenMoses added the big pendulum to the spikes.lua. I improved the pendulum wall because there were some vacancies. I also added a new wall that can be used with the rotating swords. I think that enriches the surprise effect a little.




All files have to be put back in the appropriate folder...

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AmenMoses
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Posted: 22nd Feb 2020 18:40
Added sword trap. Is that everything now?
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Lafette II
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Posted: 22nd Feb 2020 19:15
I think it's time .....

I created this pack to help alleviate frustration and to distract myself a bit for personal reasons. There are a few people here who have helped me a lot, I couldn't have done it alone. Unfortunately the pack appeared at a very bad moment, but I still think that one or the other can do something with these objects.

@ AmenMoses I thank you so much for your effort. I made the models back then, but I never thought that this would make such waves. I always referred to them as experimental. I hope and know it too, the community will accept the things from you thankfully and I am convinced that they will say thank you again.
@ Tarkus1971 Thank you for the wonderful background music.
@ Avenging Eagle Thanks for the fire
@ everyone who has always spiced me up a bit

mfLg
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AmenMoses
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Posted: 22nd Feb 2020 22:37
Tidied up the script a bit.
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science boy
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Posted: 23rd Feb 2020 10:32 Edited at: 23rd Feb 2020 19:49
Hey lafette glad you got the script mechanics going, i literally have had no time To do anything, im about to change jobs, im trouble shooting a company in uk, not even had chance to download this pack as I only have my Phone in devon. This is the most amazing free pack i would say in the world.. And big appreciation to amen moses for doing what i could not. Tbh i would of been trying for a year or 2.
No one else would give this away free and legally with its amazing content well maybe cosmic, but besides him. My hat goes off to you also im trying to sell my house and move in whilst away and countless other things going on this year has just been 4000000 mph and no sign of slowing down. But i just thought this deserves respect
an unquenchable thirst for knowledge of game creation!!!
Super Clark
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Posted: 23rd Feb 2020 13:14
Well done to all who had a part in this pack you truly know the meaning of community working together....

Special credits to the creators and modifiers
Lafette II
AmenMoses

Thanks for all the hard work and efforts from all involved.
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AmenMoses
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Posted: 23rd Feb 2020 20:08 Edited at: 23rd Feb 2020 20:11
So these scripts add a sort of debug facility whereby decals will magically appear at the point on the trap where the collision math is active.

Simply attach the decal.lua script to a decal entity (or three) and the spikes.lua script will do the attaching to the closest trap to the player.

Only rotating/swinging traps will show the decals and the decals do lag slightly from the animation but it at least shows that the math is active and where the script thinks the impact points should be.



Forgot to say that simply delete the decals when you've done debugging your traps.
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PCS
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Posted: 26th Feb 2020 09:18
Sorry for just posting on your thread. just want to show how i am trying and make one big rock out of your model rockgate2, the texture for rockgate2 is very nice. i have send you an pm

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AmenMoses
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Posted: 28th Feb 2020 16:37
New bridge script to go with a lever that Lafette sent me.



Basically the name of the entities control the function:

In the video the switches are called "bridgeswitch1,A" and the bridge bed entity is called "bridge1_bed,A,5".

Note the comma separated values, these are the 'parameters' for the script.
first parameter is A which tells the script which bridge the switch operates, so in the video you can see both switches operate the same bridge. If you don't give this parameter then the closest bridge to the switch will be operated by it.
second parameter is the delay before the bridge closes in seconds. Setting this to less than 1 will make the bridge control 'open' and 'close' via the switch and any positive value over 1 will make the bridge close again after that number of seconds. If you don't give this parameter then a default of 30 seconds is set.
A third parameter can be given which is the speed of operation, defaults to 0.1, this parameter allows you to tweak the bridge opening speed to the length of the sound of opening.

Another more subtle change to this script is that the speed of the bridge will adjust automatically for changes in FPS, it is important for this reason that all entities are set always active=yes.
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Lafette II
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Posted: 29th Feb 2020 18:22
The Medieval Starter Kit
I have now created a slightly larger map, it just runs without much stuttering, but there are still a few small stumbling blocks that need a solution. for example, the sound is faster than the picture. I'm curious to see how it all goes with Amen Moses' script. The speed of movement should adapt to the sound if I understand that correctly.



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JPH-GAMES
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Posted: 29th Feb 2020 21:18
Congratulations Lafette II, wonderful work sir.




Mainboard: ASrock 970M Pro 3 , CPU: AMD FX(tm)-8350 Eight-Core-Processor 4000 Mhz, 32 GB Ram , NVIDIA GeForce GTX 745 2GB 1920 x 1080 , Windows 10 64-bit.
GameGuru , S2Engine HD , Shoot EM Up , CopperCube 6 , Clicteam Fusion 2.5 , Platfinity .
GubbyBlips
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Posted: 2nd Mar 2020 17:15
Love it guys. Radical stuff.
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Lafette II
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Posted: 5th Mar 2020 21:50 Edited at: 5th Mar 2020 21:51
@ ALL Thank you for the comments.

I will now end this, well from my point of view, mammoth project. I hope some like it and I would be happy if someone creates a great game where there are one or two objects from this pack. Thanks for the attention....

There is still a download

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Wolf
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Posted: 6th Mar 2020 18:27
Just what I need! Absolutely good stuff
Lafette II
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Posted: 7th Mar 2020 17:50
Thanks Wolf
Now I'm happy to have found an end. I can finally devote myself to other things. My rocks, my little houses and, and, and ..... and at the moment I'm fine .. Free air for free people
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Tauren
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Posted: 8th Mar 2020 22:23
Big thanks, Lafette !
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Lafette II
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Posted: 22nd Apr 2020 16:36
I read more and more that the torch from the medieval pack is difficult to install. I am not the explanation now, but I hope that one or the other can do something with this little guide. I have not made any changes to the setup.ini in case of problems. It is important that the torch also gets the script torchgo.lua and the flame decal (torchflame115.png) is in the folder effectbank \ particles , and the light is not too far from the torch.

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TTV_Highping
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Posted: 28th Jun 2020 17:55
Thank you so much for all the assests here , im new to all this and this has been a god send
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Lafette II
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Posted: 1st Jul 2020 19:20
@ TTV_Highping Thank you. I'm happy if you can use the stuff
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JC LEON
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Posted: 8th Jul 2020 16:41
purchased all your 3 packs today..
PC 1 Specs:
AMD RYZEN 2600 SIX CORE @3,70, 64GB RAM DDR4 2400, M/B GIGABYTE AX370
SVGA NVDIA 1660GTX 6GB , SSD M.2 TRANSCEND S110 1TB, 1X HDD SEAGATE BARRACUDA 4TB, 1X HDD TOSHIBA 2TB



PC 2 Specs:
AMD QUADCORE 880K @4.5GHZ, 32GB RAM DDR3 1600, M/B ASUS A88XM-PLUS
SVGA RADEON R9 380 4GB , SSD KINGSTON A400 1TB, 2X HHD SEAGATE BARRACUDA 4TB
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Lafette II
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Posted: 21st Aug 2020 04:09
Suitable for the weather!

How about a boat trip? I once provided the small swing box for testing.



BOAT DOWNLOAD
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osiem80
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Posted: 21st Aug 2020 08:43
Thank u
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Super Clark
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Posted: 29th Sep 2020 15:22
Thanks for the boat m8
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Mad_Viking
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Posted: 14th Oct 2020 21:48
Great stuff, thank you!

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