http://grimrock.nexusmods.com/mods/143
[model] Daemon Head Barricade.
[model] Daemon Head Barricade.
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
http://grimrock.nexusmods.com/mods/143
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Re: [model] Daemon Head Barricade.
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.
Re: [model] Daemon Head Barricade.
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.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.
Re: [model] Daemon Head Barricade.
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.
Puzzle Frameworks - http://www.grimrock.net/forum/viewtopic.php?f=14&t=4564
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Re: [model] Daemon Head Barricade.
Is there a way to animate custom monsters yet?
Re: [model] Daemon Head Barricade.
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.
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.
Puzzle Frameworks - http://www.grimrock.net/forum/viewtopic.php?f=14&t=4564
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Re: [model] Daemon Head Barricade.
You can always go the million-alcove route:
viewtopic.php?p=43338#p43338
viewtopic.php?p=43338#p43338
Finished Dungeons - complete mods to play
Re: [model] Daemon Head Barricade.
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).Xanathar created an Animation Editor, but it is not very easy to work with.
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
The Sunset Gate [MOD]: viewtopic.php?f=14&t=5563
My preciousss: http://www.moonsharp.org
Re: [model] Daemon Head Barricade.
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...
(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.
Note that the spell is coming from the monster, not 1 square away...
So if someone manages to turn this in a monster, we'll be able to have it shoot fireballs in 4 directions, badass.
Re: [model] Daemon Head Barricade.
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.
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.

