As the title suggests - I am trying to create some custom monster conditions.
I am unsure though, how to add the visual effects and still keep the original monster material underneath
For example - PoisonedMonster
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(probably controlled from Material onUpdate = function(self, time) I am guessing - not sure exactly how)
I am trying to make a monster condition - Corrosion
I have the material definition here:
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Code: Select all
defineMaterial{
name = "corrosion_monster",
diffuseMap = "mod_assets/textures/effects/acid_puddle_dif.tga",
displacementMap = "mod_assets/textures/effects/physicality_disp.tga",
doubleSided = true,
lighting = true,
alphaTest = false,
blendMode = "Additive",
textureAddressMode = "Wrap",
glossiness = 60,
depthBias = 0,
shader = "crystal",
shadeTex = "assets/textures/env/healing_crystal_shadetex.tga",
crystalIntensity = 2,
onUpdate = function(self, time)
self:setTexcoordScaleOffset(1, 1, 0,-time*0.1)
end,
}poor crab_2 ends up looking like this:
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Akroma
