STEAM HULK by Leki [MOD - WIP]

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Leki
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STEAM HULK by Leki [MOD - WIP]

Post by Leki »

Image

Well... I need some feedback I guess, so I published Space Hulk Test Scene 1 :roll:

Last edited by Leki on Tue Nov 26, 2013 8:51 pm, edited 8 times in total.
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Re: [MOD - WIP] SPACE HULK by Leki

Post by Leki »

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Re: [MOD - WIP] SPACE HULK by Leki

Post by Leki »

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maneus
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Re: [MOD - WIP] SPACE HULK by Leki

Post by maneus »

The Test Level works very well and smooth.
The detailed walls are very good and the ceilings too.

But I think the enemys are to mighty. They can kill a champ with one or two hits.
Also I think that the models of the chaos marines are to big. They fill a screen completely with their size.
But in future the party will be Space Marines too, so the enemys should be as high as the party.

The animation of the Chaosbreed is very good. I love the fact that they shoot with their Bolters and attack with their swords.

Where did you have get the models of the Chaos Marines from? Have you extracted them from the game "Space Marine"?
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Re: [MOD - WIP] SPACE HULK by Leki

Post by Isaac »

maneus wrote:Also I think that the models of the chaos marines are to big. They fill a screen completely with their size.
Don't Space Marines stand about 8' tall; they are [supposed to be] a lot larger normal.
(I've not loaded this scene yet.)
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Re: [MOD - WIP] SPACE HULK by Leki

Post by Leki »

I'm glad you like it. :D

- party will represent Rogue Traders and I plan to add only one space marine to them (i.e depends of your choices, you can optionally hire Ultramarine to the party). So the size of enemies is ok, I guess.
SpoilerShow
Image

- chaos marine is from 3/3 part of the story, so they will be togh opponents - but I will balance them for sure. As you can see, bolter is unbalanced as well

- edit. I used some 3rd side sources in 1st version as sketchup and internet downloadable models is.. But there is potential copyright issues. To prevent this I removed and remade all reused models from scarth, and changed painting a and visual to made design original as well.

- it means,they also uses warden animations pack, but the animation is modified to fit new model - as you see, he is using bolter for shooting etc, so I can say, that animation pack is modified as well, I used primary leg nodes animations (I have to polish it as well, you can see some bugs on idle to move transition)

- The problem is, that they partialy use warden sound set, but I cannot extract it from grimrock files (not tried yet) to make chaos marine plugin independent (for LoG 2, there will not be warden step sound, so sound definitions "asset\sounds\warden\... " will return error... So if somebody can extract them, it will make it easier, otherwise I will do new sound pack...

- I will share my SH assets pipelines in this threat... I hope :roll:
Last edited by Leki on Mon Nov 04, 2013 7:22 pm, edited 1 time in total.
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Re: [MOD - WIP] SPACE HULK by Leki

Post by Isaac »

~Well, I had a comment [which I think you saw], but I have to check part of it first, which I can't do until I get home... so later tonight, I'll revise this post. ;)
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Re: [MOD - WIP] SPACE HULK by Leki

Post by Leki »

Isaac wrote:
Leki wrote:The problem is, that they partialy use warden sound set, but I cannot extract it from grimrock files (not tried yet) to make chaos marine plugin independent (for LoG 2, there will not be warden step sound, so sound definitions "asset\sounds\warden\... " will return error... So if somebody can extract them, it will make it easier, otherwise I will do new sound pack...
You shouldn't need to extract them; Open the animation_events.lua, and make [copy/paste] a new entry for your marine; and define new sounds that reference your own audio files. Use them in the animations entry for the Space Marine.
I know... There is charging custom sound, or chaisword idle/attack sounds or bolter reloading etc in the test scene.
The point is that I like wardens sounds. It fits for marine. Unfortunatelly, use them as "
asset\*" will not make plugin "independent". In other word, to make plugin independent, all chaos marine related files must be in chaos_space_marine directory structure.
Here is the wardens "
warden_whoosh_01" sound definition:

Code: Select all

	defineSound{
		name = "warden_whoosh_01",
		filename = "assets/samples/monsters/warden_whoosh_01.wav",
		loop = false,
		volume = 1,
		minDistance = 2,
		maxDistance = 10,
	}
What I want is that [/color] warden_whoosh_01.wav file, to copy them into my plugins\chaos_space_marine\sounds\ directory and rename it to"chaos_marine_whoosh.wav", then write my own definition:

Code: Select all

	defineSound{
		name = "chaos_marine_whoosh_01",
		filename = "mod_assets/plugins/chaos_space_marine/sounds/chaos_marine_whoosh.wav",
		loop = false,
		volume = 1,
		minDistance = 2,
		maxDistance = 10,
	}
and write my own animation event:

Code: Select all

defineAnimationEvent{
	animation = "mod_assets/plugins/chaos_space_marine/animations/chaos_space_marine_attack.fbx",
	event = "playSound:chaos_marine_whoosh_01",
	frame = 15,
}
So I must extract grimrock.dat file and find that wav and then I can use it, or I must create my own sound or download and modify etc... But I like wardens sound, as I noticed... but in other hand, I don't want to play with grimrock.dat and some python extractors etc to get these few wavs, but maybe somebody already did... :? [/color]
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Re: [MOD - WIP] SPACE HULK by Leki

Post by Isaac »

I'm missing something then [quite possible], but what is the downside to simply using your own sounds in tandem with the official ones?

eg. _____________
defineAnimationEvent{
animation = "mod_assets/plugins/chaos_space_marine/animations/chaos_space_marine_attack.fbx",
event = "playSound:warden_whoosh_01",
frame = 15,
}
___________

They'd not even need to be included in your mod ~as everyone's LoG already has them.

*Or is this about MAC/Linux support? I've not installed those yet, but I'd have thought that the sound def's would be OS specific, and still be callable by name.
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Re: [MOD - WIP] SPACE HULK by Leki

Post by Leki »

It's simple.... For example imagine no wardens in LoG 2 => no footsteps sounds for marine in LoG 2 scene and sound error in console line etc. Insteed of my older assets I'm going to make my SH (and all new as well) files 100% independent. In other word, "only thing" I wanna update for LoG2 is assets definition script (rewrite it to components), but I don't want to touch the rest as looking for new vaw files is...
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