[model] Daemon Head Barricade.

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Xanathar
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Re: [model] Daemon Head Barricade.

Post by Xanathar »

Good news: the model is very easy to animate with the editor as it only has a custom scaling of 0.01 but no translations or rotations in the model (luck!).

I've done these animations for you to test, if you want others just tell me (like a sinusoidal floating for a little of buoyancy effect ?):
  • Fly : flies 3 units in Z direction (I hope is the right direction)
  • Rot90: rotation of 90° smooth
  • Rot90linear: rotation of 90° linear (why ? I don't know :lol:)
  • Rot360: rotation of 360° linear (ideal for loop)
All of these were tested in GMT but not in game as sadly I have very little time today :( but I hope this will get the thing started.

Download: https://www.dropbox.com/s/ubfvbs3qva7jy8i/dh.zip
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
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Rook
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Location: Belfast, UK

Re: [model] Daemon Head Barricade.

Post by Rook »

I tried using the Uggardian as a guideline, as it is a floating monster that casts fireballs. After adding the daemon head model and animations, I get this error when trying to spawn it in the editor:

Code: Select all

[string "Map.lua"]:0: table index is nil
stack traceback:
	[string "Map.lua"]: in function 'registerNode'
	[string "Monster.lua"]: in function 'entityAddedToMap'
	[string "Map.lua"]: in function 'addEntity'
	[string "Monster.lua"]: in function 'spawn'
	[string "Arch.lua"]: in function 'spawn'
	[string "DungeonEditor.lua"]: in function 'addObjectTool'
	[string "DungeonEditor.lua"]: in function 'mapView'
	[string "DungeonEditor.lua"]: in function 'update'
	[string "Grimrock.lua"]: in main chunk

OS Version 6.1

OEM ID: 0
Number of processors: 4
Page size: 4096
Processor type: 586

Total memory: 3327 MB
Free memory: 1056 MB

Display device 0:
  Device name: \\.\DISPLAY1
  Device string: ATI Radeon HD 5700 Series
  State flags: 08000005

Display device 1:
  Device name: \\.\DISPLAY2
  Device string: ATI Radeon HD 5700 Series
  State flags: 00000000

Display device 2:
  Device name: \\.\DISPLAY3
  Device string: ATI Radeon HD 5700 Series
  State flags: 00000000

Display device 3:
  Device name: \\.\DISPLAYV1
  Device string: RDPDD Chained DD
  State flags: 00000008

Display device 4:
  Device name: \\.\DISPLAYV2
  Device string: RDP Encoder Mirror Driver
  State flags: 00200008

Display device 5:
  Device name: \\.\DISPLAYV3
  Device string: RDP Reflector Display Driver
  State flags: 00200008

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Xanathar
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Re: [model] Daemon Head Barricade.

Post by Xanathar »

I will try in the game later if I 'm able to.
In the meantime I had a cool idea...

what if the head rotates after each attack and each attack fires a different elemental bolt ? 4 faces == 4 elements :D
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
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Rook
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Location: Belfast, UK

Re: [model] Daemon Head Barricade.

Post by Rook »

Xanathar wrote:I will try in the game later if I 'm able to.
In the meantime I had a cool idea...

what if the head rotates after each attack and each attack fires a different elemental bolt ? 4 faces == 4 elements :D
I also had that idea, but it sounds pretty complex.
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Diarmuid
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Re: [model] Daemon Head Barricade.

Post by Diarmuid »

Rook wrote:
Xanathar wrote:I will try in the game later if I 'm able to.
In the meantime I had a cool idea...

what if the head rotates after each attack and each attack fires a different elemental bolt ? 4 faces == 4 elements :D
I also had that idea, but it sounds pretty complex.
Naaah... wait till you see my framework. I can do prismatic elemental spells that change elements every square if you wish. The question is wether we can make the model rotate without the monster rotating himself. (Eg, it still "faces" you, but the model rotates). If not, at least turning elements around each time it's fired is easy, so that the monster "front" shoots a different element each time.
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Rook
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Re: [model] Daemon Head Barricade.

Post by Rook »

This sounds quite promising. :)
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Rook
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Re: [model] Daemon Head Barricade.

Post by Rook »

I believe what is causing the crashes when I try to spawn the daemon head is the mesh.. Do I need a custom mesh? If so, how do I create one?
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Xanathar
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Re: [model] Daemon Head Barricade.

Post by Xanathar »

Did some test, not crashing but seeing nothing.
For a second test, can you export a version with two copies of MainObject inside (however odd it sounds) ?
Will check tomorrow anyway, now I have to go :(
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
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Soaponarope
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Re: [model] Daemon Head Barricade.

Post by Soaponarope »

In my head I see this monster as bouncing down the hallway like a rubber ball, making a lot of stone clashing noise and shaking the room. Much cooler than floating but then much harder to animate!
flatline

Re: [model] Daemon Head Barricade.

Post by flatline »

Hmm, I sort of have a working rolling ball ready that I was saving for my dungeon :)
SpoilerShow
it is easier than you think. Just upsize a rock, then spawnProjectile with the right gravity, damage, rotation and direction will get you quite close to Indiana Jones and the rolling ball that crushes everything.
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