Just wondering

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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LocalFire
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Re: Just wondering

Post by LocalFire »

Cool, I'm playing around with blender (don't really know what I'm doing) but I think an empty statue alcove that replaces the gorromorg statue alcove when the marble statue spawns will finish this off nicely, thanks
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odinsballs
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Re: Just wondering

Post by odinsballs »

Sutekh wrote:> Marble Goromorg <
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Image
There you go, I think it's working - the only problem is the shield is lost when you clone a Goromorg, but I'm sure I remember someone found a solution to that?

Daniv
yeah that would be leki over on monster thread
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Neikun
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Re: Just wondering

Post by Neikun »

No that would have been Diarmuid who was able to recreate the goromorg shield.
viewtopic.php?f=14&t=4408&hilit=Goromorg+Shield

Actually that reminds me, why isn't that in the super thread?
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Komag
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Re: Just wondering

Post by Komag »

added :)
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odinsballs
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Re: Just wondering

Post by odinsballs »

Neikun wrote:No that would have been Diarmuid who was able to recreate the goromorg shield.
viewtopic.php?f=14&t=4408&hilit=Goromorg+Shield

Actually that reminds me, why isn't that in the super thread?
sorry my bad leki had the sword/shield skeleton :oops:
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SpiderFighter
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Re: Just wondering

Post by SpiderFighter »

LocalFire wrote:I was wondering if anyone has considered animating the statue models.

I had a great idea where you pull a lever to open a door and the statues flanking it come to life and attack you

I think that would be awesome, but well beyond my skills

Anyone up to the challenge?
Its easier to turn a monster into a statue and then make that come to life. I've done it successfully with an ogre. I'm not sure if that helps you any, but it's an idea.
Alcator
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Re: Just wondering

Post by Alcator »

SpiderFighter wrote: Its easier to turn a monster into a statue and then make that come to life. I've done it successfully with an ogre. I'm not sure if that helps you any, but it's an idea.
Oh yes, please! Can we have that?
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LordGarth
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Re: Just wondering

Post by LordGarth »

I think I will make the statues themselves animate. I can also put in my voice to make the statues talk and it will be even more creepy muahahhahahahahah

:twisted:

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LocalFire
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Re: Just wondering

Post by LocalFire »

SpiderFighter wrote:
Its easier to turn a monster into a statue and then make that come to life. I've done it successfully with an ogre. I'm not sure if that helps you any, but it's an idea.
I was thinking that myself, just re-texture the monster model with a stone look and define it as a statue, then destroy it and spawn in said monster (also textured as stone), I'm sure it'll work and way easier than the other way round, Cheers :)
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SpiderFighter
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Re: Just wondering

Post by SpiderFighter »

LocalFire wrote:
SpiderFighter wrote:
Its easier to turn a monster into a statue and then make that come to life. I've done it successfully with an ogre. I'm not sure if that helps you any, but it's an idea.
I was thinking that myself, just re-texture the monster model with a stone look and define it as a statue, then destroy it and spawn in said monster (also textured as stone), I'm sure it'll work and way easier than the other way round, Cheers :)
It's not difficult at all, and the effect is rather nice.

@Alcator: Check out http://grimwiki.net/wiki/Model_Retexturing_Tutorial; it will help you get started. You'll want to shade the texture grey (instead of red). Once you've followed that tutorial (it will tell you where to place your files and placed your files, you can define your statue as a blockage. Something like this:

Code: Select all

defineObject{
           name="ogre_blockage",
           class = "Blockage",
           model="mod_assets/models/stone_ogre.fbx",
           placement = "floor",
           replacesFloor =false,
       editorIcon = 100,
    }
Then, in your monsters.lua you'll want something like this (I'm purposefully avoiding putting my own monster's stats here so as to avoid spoiling it in my own mod):

Code: Select all

cloneObject{
	name = "stone_ogre",
	baseObject = "ogre",
	model = "mod_assets/models/stone_ogre.fbx",
	health = 300,    --put whatever hit points you want here
	immunities = { "fire"},  --put whatever damage type(s)you want it to be immune to here
	exp=100,  --put whatever xp you want the party to get for killing it here
}
In your map, place the statue and give it a unique ID (in the example below, I've named mine slenderjr (for reasons that will become obvious if you play it). When you're ready to make the swap, you can call it via a lua script in the editor (the coordiantes are not where it appears in my own mod):

Code: Select all

function ogreReplacers()
             slenderjr:destroy()
	 spawn("stone_ogre", 3, 1, 2, 0):addItem(spawn("iron_key")) 
end
In that example, 3=the level number, 1= the row and 2=the column (x,y coordinates). 0=the direction the monster is facing (0=N, 1=E, 2=S, 3=W). Make sure you're in the same tile as your statue. Connect the script to whatever trigger you want (hidden pressure plate, button, timer/counter, et al).

Hope this helps!
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