monsters

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Leki
Posts: 550
Joined: Wed Sep 12, 2012 3:49 pm

Re: monsters

Post by Leki »

omg CW, I am not a programmer and I have no idea about max scripts, but I learned a lot about, haha
I spent 3 days with error in your script (or I again have the old one):

missing definition of array exportbones = #() gives undefined error...

Code: Select all

fn write_anim _f _selectedbones _fstart _fend=
	(
		exportbones = #()
		for b in _selectedbones do
		(
			print b.name
			if b.name != "RootNode" then
			(
				append exportbones b
			)
		)
...etc
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User avatar
Leki
Posts: 550
Joined: Wed Sep 12, 2012 3:49 pm

Re: monsters

Post by Leki »

SpoilerShow
odinsballs wrote:
wallasaurus wrote:
odinsballs wrote:well i got the bloody thing ingame as a static prop, (but that was all i could achieve) it looks pretty solid. (check images over at nexus). also maybe if someone picks up on animating this monster it would be best to give it its own thread (so as not to clog up the monster thread) also to anyone interested in the static prop of the monster just gimme a holler and i'll send it over. ( i so hope that someone can animate this!) :)
pics? I'm happy to animate t if you don't mind bad animation. :) Seems I'm the only one using my exporter for anims atm. :)
this is the link to the download for this monster on free 3d models website
http://thefree3dmodels.com/stuff/charac ... 4-1-0-1425

these are links to some ingame shots of static prop over on nexus
http://grimrock.nexusmods.com/images/59
http://grimrock.nexusmods.com/images/60

as far as animation goes basic movement and attack anims will suffice (to breath life into this monstrosity) all other effects and attacks are scripted anyway. and considering your previous work i wish i could animate as "badly" ;) as you can. the download include all necesary files (textures, model,rigged for animation model all in 3dsmax format) i wager the best kind of movement for this creature would be a mixture of slug motion combined with a torso attack. i hope this is enough info to obtain the creature model (links) and i hope that you get it to work, also i would like to thank you for taking time out of your buisy schedule to attend time and skills to help the comunity in such wonderous ways. p.s. those new screenshots of wip leech and ratfolk are amazing you sir are a genius. in kind regards odinsballs :D
Well, I am not good as CW is, but maybe you will like this one:
Image

Btw, I improved mesh and reskined whole model and I made 4 basic animations (idle, walk, turn right an left). I will polish it, but for the moment I am happy that it works in some way :roll:
I am going to add some particles (salivas) on the jaw bone and some sound effects as well.

WIP video is here and feedback is welcome: http://youtu.be/zABaec5kbT0
Last edited by Leki on Tue Feb 26, 2013 10:12 am, edited 1 time in total.
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odinsballs
Posts: 288
Joined: Thu Dec 20, 2012 4:25 pm
Location: south of heaven

Re: monsters

Post by odinsballs »

Well, I am not good as CW is, but maybe you will like this one:
Image

Btw, I improved mesh and reskined whole model and I made 4 basic animations (idle, walk, turn right an left). I will polish it, but for the moment I am happy that it works in some way :roll:
I am going to add some particles (salivas) on the jaw bone and some sound effects as well.

WIP video is here and feedback is welcome: http://youtu.be/zABaec5kbT0[/quote]

wow thats moving pretty smoothly please do keep me informed when your gonna release it i would defenitely like this ingame (considering i didn't manage more than a static prop of this i for one am impressed) very nice work so far 8-)
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Komag
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Re: monsters

Post by Komag »

that's great! really good work so far :D
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odinsballs
Posts: 288
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Re: monsters

Post by odinsballs »

with that movement it only needs an attack anim and its done :D
also out of sheer curiosity how did you do it , (currently my skill ends at accumulating and retexturing/uv wrapping of free 3d models, mostly static exterior stuf for skybox useage. i.e. importing live greenery and such ingame.) so tips on moving stuff are welcome (also if u need exterior stuff like trees and such , i'm amassing quite a little amount of such assets and am always willing to share what i have so far). :D
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SpiderFighter
Posts: 789
Joined: Thu Apr 12, 2012 4:15 pm

Re: monsters

Post by SpiderFighter »

This is beautiful (and creepy) work!! I've been looking for a final boss for my mod, and I can easily see this working...
Grimfan
Posts: 369
Joined: Wed Jan 02, 2013 7:48 am

Re: monsters

Post by Grimfan »

Well done, though I would have preferred it to have legs (like the trunk-like legs of an ogre) then it would have made a good cyclops creature.

Great work nonetheless!!! :D :D :D
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Leki
Posts: 550
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Re: monsters

Post by Leki »

Well... Slugomorg is allmost ready: http://youtu.be/zdeV1_XVoRk

But I missed something, he attacks but he cannot hit me :evil: check the code please and let me know if you can see an error...
Monster plugin package will be ready tomorow I guess...
SpoilerShow

Code: Select all

defineObject{
	name = "tow_slug",
	class = "Monster",
	model = "mod_assets/models/tombs_of_winterfell/monsters/tow_slug.fbx",
	meshName = "slug_mesh",
	animations = {
		idle = "mod_assets/animations/tombs_of_winterfell/slug/slug_idle.fbx",
		moveForward = "mod_assets/animations/tombs_of_winterfell/slug/slug_walk.fbx",
		turnLeft = "mod_assets/animations/tombs_of_winterfell/slug/slug_turn_left.fbx",
		turnRight = "mod_assets/animations/tombs_of_winterfell/slug/slug_turn_right.fbx",
		attack = "mod_assets/animations/tombs_of_winterfell/slug/slug_attack.fbx",
		getHitFrontLeft = "mod_assets/animations/tombs_of_winterfell/slug/slug_hit_right.fbx",
		getHitFrontRight = "mod_assets/animations/tombs_of_winterfell/slug/slug_hit_left.fbx",
		getHitBack = "mod_assets/animations/tombs_of_winterfell/slug/slug_hit_center.fbx",
		getHitLeft = "mod_assets/animations/tombs_of_winterfell/slug/slug_hit_left.fbx",
		getHitRight = "mod_assets/animations/tombs_of_winterfell/slug/slug_hit_right.fbx",
		fall = "mod_assets/animations/tombs_of_winterfell/slug/slug_hit_center.fbx",
	},
	moveSound = "snail_walk",
	attackSound = "ogre_rush_begin",
	hitSound = "snail_hit",
	dieSound = "snail_die",
	hitEffect = "hit_goo",
	capsuleHeight = 0.7,
	capsuleRadius = 0.5,
	health = 450,
	sight = 4,
	attackPower = 80,
	accuracy = 30,
	protection = 15,
	movementCoolDown = 0.5,
	immunities = { "poison" },
	coolDown = { 0.5, 2 },
	evasion = -10,
	noRecoilInterval = { 0.1, 0.5 },
	exp = 680,
	lootDrop = { 75, "snail_slice", 10, "snail_slice" },
	healthIncrement = 30,
	attackPowerIncrement = 9,
	brain = "Melee",
	onDealDamage = function(self, champion, damage)
		party:shakeCamera(0.5, 0.3)
		party:playScreenEffect("damage_screen")
	end
}
EDIT - I found that there is something wrong with my attack animation... If I wrote in script skeleton attack anim, Slugomorg does damage (without anim of course). I have to investigate what where problem is... Maybe its concted with cooldowns in script and lenght of animations... It's crazy...

EDIT 2 - aha I must define animation events!
Last edited by Leki on Wed Feb 27, 2013 1:55 am, edited 1 time in total.
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odinsballs
Posts: 288
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Location: south of heaven

Re: monsters

Post by odinsballs »

Leki wrote:Well... Slugomorg is allmost ready: http://youtu.be/zdeV1_XVoRk

But I missed something, he attacks but he cannot hit me :evil: check the code please and let me know if you can see an error...
Monster plugin package will be ready tomorow I guess...

Code: Select all

defineObject{
	name = "tow_slug",
	class = "Monster",
	model = "mod_assets/models/tombs_of_winterfell/monsters/tow_slug.fbx",
	meshName = "slug_mesh",
	animations = {
		idle = "mod_assets/animations/tombs_of_winterfell/slug/slug_idle.fbx",
		moveForward = "mod_assets/animations/tombs_of_winterfell/slug/slug_walk.fbx",
		turnLeft = "mod_assets/animations/tombs_of_winterfell/slug/slug_turn_left.fbx",
		turnRight = "mod_assets/animations/tombs_of_winterfell/slug/slug_turn_right.fbx",
		attack = "mod_assets/animations/tombs_of_winterfell/slug/slug_attack.fbx",
		getHitFrontLeft = "mod_assets/animations/tombs_of_winterfell/slug/slug_hit_right.fbx",
		getHitFrontRight = "mod_assets/animations/tombs_of_winterfell/slug/slug_hit_left.fbx",
		getHitBack = "mod_assets/animations/tombs_of_winterfell/slug/slug_hit_center.fbx",
		getHitLeft = "mod_assets/animations/tombs_of_winterfell/slug/slug_hit_left.fbx",
		getHitRight = "mod_assets/animations/tombs_of_winterfell/slug/slug_hit_right.fbx",
		fall = "mod_assets/animations/tombs_of_winterfell/slug/slug_hit_center.fbx",
	},
	moveSound = "snail_walk",
	attackSound = "ogre_rush_begin",
	hitSound = "snail_hit",
	dieSound = "snail_die",
	hitEffect = "hit_goo",
	capsuleHeight = 0.7,
	capsuleRadius = 0.5,
	health = 450,
	sight = 4,
	attackPower = 80,
	accuracy = 30,
	protection = 15,
	movementCoolDown = 0.5,
	immunities = { "poison" },
	coolDown = { 0.5, 2 },
	evasion = -10,
	noRecoilInterval = { 0.1, 0.5 },
	exp = 680,
	lootDrop = { 75, "snail_slice", 10, "snail_slice" },
	healthIncrement = 30,
	attackPowerIncrement = 9,
	brain = "Melee",
	onDealDamage = function(self, champion, damage)
		party:shakeCamera(0.5, 0.3)
		party:playScreenEffect("damage_screen")
	end
}

well wasn't there the same problem with first draft mummy?. in that case increase accuracy to 50+ or so
or maybe it has something to do with what they call a hitbox or such? (more questions than answers at that point) on other note that attack looks good. oh yeah maybe check collision properties :?
User avatar
Leki
Posts: 550
Joined: Wed Sep 12, 2012 3:49 pm

Re: monsters

Post by Leki »

You can download and test SLUGOMORG here: http://grimrock.nexusmods.com/mods/210

Please report bugs
You can improve/balance stats, change textures, sounds, add monster to CAP - whatewer.
Feedback is welcome as well.
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Dawn of Lore
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