[model] Daemon Head Barricade.

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
User avatar
Rook
Posts: 71
Joined: Thu Dec 06, 2012 5:48 pm
Location: Belfast, UK

[model] Daemon Head Barricade.

Post by Rook »

Just a quick model I whipped up. I'm currently using it as a blockade. Open to any suggestions on what else to do with it. Or mess around with it yourself. :)


http://grimrock.nexusmods.com/mods/143
vorebane
Posts: 41
Joined: Wed Oct 03, 2012 4:31 am

Re: [model] Daemon Head Barricade.

Post by vorebane »

I want to say a floating fireball spitting head of doom. Turn it into a monster! I think maybe you could get away with cloning and rejiggering an uggardian.
User avatar
Rook
Posts: 71
Joined: Thu Dec 06, 2012 5:48 pm
Location: Belfast, UK

Re: [model] Daemon Head Barricade.

Post by Rook »

vorebane wrote:I want to say a floating fireball spitting head of doom. Turn it into a monster! I think maybe you could get away with cloning and rejiggering an uggardian.
I had the same idea, but I'm still pretty new to modding with LoG. If anybody wants to give it a go, be my guest.
User avatar
Grimwold
Posts: 511
Joined: Thu Sep 13, 2012 11:45 pm
Location: A Dungeon somewhere in the UK

Re: [model] Daemon Head Barricade.

Post by Grimwold »

With 2 or 3 more models at different angles you could use spawn() and destroy() with a short timer to create the illusion of it rotating, then maybe you could fire a fireball every time a new head came around or something.
User avatar
Rook
Posts: 71
Joined: Thu Dec 06, 2012 5:48 pm
Location: Belfast, UK

Re: [model] Daemon Head Barricade.

Post by Rook »

Is there a way to animate custom monsters yet?
User avatar
Grimwold
Posts: 511
Joined: Thu Sep 13, 2012 11:45 pm
Location: A Dungeon somewhere in the UK

Re: [model] Daemon Head Barricade.

Post by Grimwold »

not an easy way, unless I'm mistaken.

Xanathar created an Animation Editor, but it is not very easy to work with... useful for rescaling and slight modification to existing animations, but I wouldn't necessarily want to try and create a whole new animation using it.

Not sure if there are any animation options in the GMT yet.
User avatar
Komag
Posts: 3659
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: [model] Daemon Head Barricade.

Post by Komag »

You can always go the million-alcove route:
viewtopic.php?p=43338#p43338
Finished Dungeons - complete mods to play
User avatar
Xanathar
Posts: 629
Joined: Sun Apr 15, 2012 10:19 am
Location: Torino, Italy
Contact:

Re: [model] Daemon Head Barricade.

Post by Xanathar »

Xanathar created an Animation Editor, but it is not very easy to work with.
Absolutely true, it's hard to use to create complex animations (it took me more than one hour to get the chest opening animations working for my treasure chests, for example).

On the other hand in this specific case if you want it to make a monster out of this, the animations could be just slidings and maybe (don't know) rotations.. that could be easier to get out.

If I have time I'll give it a try later (busy day :( )
Waking Violet (Steam, PS4, PSVita, Switch) : http://www.wakingviolet.com

The Sunset Gate [MOD]: viewtopic.php?f=14&t=5563

My preciousss: http://www.moonsharp.org
User avatar
Diarmuid
Posts: 807
Joined: Thu Nov 22, 2012 6:59 am
Location: Montreal, Canada
Contact:

Re: [model] Daemon Head Barricade.

Post by Diarmuid »

The complete version of my extended spells framework (coming next week) features a function that allows monsters to cast spells in any direction. See video: http://youtu.be/hnnT19Lsh6Y.

Note that the spell is coming from the monster, not 1 square away... 8-) (Same technique allows also to cast spells from the party square ;) )

So if someone manages to turn this in a monster, we'll be able to have it shoot fireballs in 4 directions, badass.
User avatar
Phitt
Posts: 442
Joined: Tue Aug 14, 2012 9:43 am

Re: [model] Daemon Head Barricade.

Post by Phitt »

If you have 3ds max you can use Wallasaurus export script (can be found in his 'monsters' thread). Works pretty well. I still needed Xanathar's animation editor since the animations export at 1% scale and Grimrock's coordination system is a bit confusing (xyz...) so I had to adjust them. But for long animations with dozens of frames it is definitely very useful.

In this case it could even work if you simply connected the demon head thing to the root animation node of a monster since you only need a simple floating movement. Would be easier than making a new set of animations.
Post Reply