[mods]living armor

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
hyteria
Posts: 266
Joined: Sat Dec 29, 2012 8:22 pm

[mods]living armor

Post by hyteria »

hello everyone

an another monster release today , enjoy

Image

stat = 400 hp
immune to fire , poison , cold
exp = 150
flying creature
drop = heavy_shield with 70% chance
much more rapid than a warden
damage 10
evasion -5
type "melee" (no more rush)

i think its a not bad mid_game monster

plz comment for new idea or made this one better

http://grimrock.nexusmods.com/mods/166


ps : if someone get a link to the add for photoshope 5 , windows64 to work on dds plz help , mine add on didn t work and using gimp is a pain !!! :p
User avatar
HaunterV
Posts: 676
Joined: Mon Apr 16, 2012 9:54 pm
Location: Barrie, Ontario, Canada

Re: [mods]living armor

Post by HaunterV »

Love it. is there a way to make it all firey? or dust, you can use the dust particle set from my ORRR submission which was provided by someone else.

I would also ad a percentage chance to drop some sort of rusty plate mail armor.
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
hyteria
Posts: 266
Joined: Sat Dec 29, 2012 8:22 pm

Re: [mods]living armor

Post by hyteria »

you right , this idea drop is good ) , i will try to made some nice particles too , well in fact the problem i have its those white box on textures , did n t know where i can remove them i checked all texture and didn t find nothing
hyteria
Posts: 266
Joined: Sat Dec 29, 2012 8:22 pm

Re: [mods]living armor

Post by hyteria »

and myabee we can find better sound for animation , ondie sound not so good hehe
hyteria
Posts: 266
Joined: Sat Dec 29, 2012 8:22 pm

Re: [mods]living armor

Post by hyteria »

updated with your advice

Image

http://grimrock.nexusmods.com/mods/166

changes :

-added particles
-change drop loot : 40% chance to get heavy shield and 70% chance to have legionary shield
User avatar
HaunterV
Posts: 676
Joined: Mon Apr 16, 2012 9:54 pm
Location: Barrie, Ontario, Canada

Re: [mods]living armor

Post by HaunterV »

Great. Now if someone can retexture the inside of the armor that is not normally visible and so is now invisible form certain angles, we'd be set.
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
hyteria
Posts: 266
Joined: Sat Dec 29, 2012 8:22 pm

Re: [mods]living armor

Post by hyteria »

im gonna check that this week end , i had a new tips to FINALLY work with photoshop (damn gimp) ! :p
User avatar
Phitt
Posts: 442
Joined: Tue Aug 14, 2012 9:43 am

Re: [mods]living armor

Post by Phitt »

There is no inside you could add a texture to, but what you can do is set the material to 'doubleSided = true,'. This will show the outer texture on the inside as well and you won't see those glitchy looking gaps anymore. Downside is that a) the texture is exactly the same as on the other side, b) the armor will look thin and c) light is only calculated for the 'real thing', which means parts that should be bright will be dark and vice versa.

But nice idea!
hyteria
Posts: 266
Joined: Sat Dec 29, 2012 8:22 pm

Re: [mods]living armor

Post by hyteria »

hehe use source to upgrade if you want phitt ! no problem all my stuff is copyleft :p
User avatar
Kuningas
Posts: 268
Joined: Wed Apr 11, 2012 10:29 pm
Location: Northern Finland

Re: [mods]living armor

Post by Kuningas »

Excellent idea -- I had thought of a similar thing for the Uggardian. Sadly he doesn't look very fearsome without hands...

Trying to make the armor material doublesided is good. I doubt it'd work right away, but it is nevertheless worth trying.
BASILEUS
Post Reply