substituting monster graphics

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marric
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Joined: Thu Jan 30, 2014 12:01 pm

substituting monster graphics

Post by marric »

Hello there!

I have a (maybe) unusual question: Is there an easy way to substitute the graphics of one monster type with that of another?

Background of my question: I suffer badly from arachnophobia and I can't stand the images of spiders in any case (giant crabs are tolerable, but if they can be exchanged, too, it would be nothing I'd reject 8-) ).

Today I came across the first giant spider and found out that the game would be unplayable for me if they couldn't be removed...

Any help is appreciated!

Thanks in advance for your help and assistance!

Yours,

Markus
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BuzzJ
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Re: substituting monster graphics

Post by BuzzJ »

Yes. Although I am gonna be honest here and say that if your fear is really that paralyzing you should probably keep playing and face up to it. Only by repeated exposure with non-personally-harmful/painful results will the brain become desensitized to that particular stimuli, thus no longer causing EXTREME fear. (some degree of fear probably will persist).

Also the solution isn't going to be easy.

You would need to recreated the entire original dungeon, manually, then recreate it in dungeon editor. Then swap out the monsters you don't like with ones that you do.

Somebody tried here:
viewtopic.php?f=14&t=3563

This is about as close as you are gonna get: (also awesome)
viewtopic.php?f=14&t=5195

download the custom dungeon source codes, remove and replace all spiders, and then play those.

Alternatively, see first paragraph.
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Leki
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Re: substituting monster graphics

Post by Leki »

EDIT: You can do it by yourself, just download Komags Master Quest source. Then in scripts find monsters.lua and find spider definition and replace it with this:

Code: Select all

defineObject{
	name = "spider",
	class = "Monster",
	model = "assets/models/monsters/skeleton_warrior.fbx",
	meshName = "skeleton_warrior_mesh",
	animations = {
		idle = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_idle.fbx",
		moveForward = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_walk.fbx",
		turnLeft = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_turn_left.fbx",
		turnRight = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_turn_right.fbx",
		attack = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_attack.fbx",
		attackBack = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_attack_back.fbx",
		getHitFrontLeft = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_get_hit_front_left.fbx",
		getHitFrontRight = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_get_hit_front_right.fbx",
		getHitBack = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_get_hit_back.fbx",
		getHitLeft = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_get_hit_left.fbx",
		getHitRight = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_get_hit_right.fbx",
		fall = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_get_hit_front_left.fbx",
	},
	moveSound = "skeleton_walk",
	footstepSound = "skeleton_footstep",
	attackSound = "skeleton_attack",
	hitSound = "skeleton_hit",
	dieSound = "skeleton_die",
	hitEffect = "hit_dust",
	capsuleHeight = 0.7,
	capsuleRadius = 0.25,
	collisionRadius = 0.6,
	health = 120,
	sight = 4,
	attackPower = 9,
	accuracy = 10,
	protection = 5,
	immunities = { "poison" },
	movementCoolDown = 2,
	noRecoilInterval = { 0.25, 0.5 },
	exp = 175,
	healthIncrement = 30,
	attackPowerIncrement = 5,
	protectionIncrement = 1,
	brain = "Melee",
	onDealDamage = function(self, champion, damage)
		if math.random() <= 0.3 then
			champion:setConditionCumulative("poison", 30)
		end
	end,
	particleSystem = "fireball",
	particleSystemNode = "head",
}
Now you can fight flaming head skeleton warriors instead of spiders, with the same exp and hp as spiders have. Skeleton can also poison you as spider can and there is not a spear and shield drop.

[/color]
Last edited by Leki on Thu Jan 30, 2014 5:23 pm, edited 3 times in total.
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LocalFire
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Re: substituting monster graphics

Post by LocalFire »

Didn't Sutekh do a spider free mod called legend of Chaos? I remeber seeing it on steam it was based on Komags remake.

That said you really should push through your fear, I know I hate real spiders and the grimrock spiders can make me jump if they take me by surprise, but if your fears that bad you got to face up to it or it'll just get worse
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Komag
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Re: substituting monster graphics

Post by Komag »

This is what you want:
viewtopic.php?f=14&t=5456
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Leki
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Re: substituting monster graphics

Post by Leki »

Komag wrote:This is what you want:
viewtopic.php?f=14&t=5456
Yes... follow Komags link, but believe me, playing with the monster definitions will be more satisfying and it will be "your personal victory". You know - you will beat spiders, just in different way :twisted:
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Eleven Warrior
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Re: substituting monster graphics

Post by Eleven Warrior »

Hi all..

Leki this is good except it is missing this:

particleSystem = "head",
particleSystemNode = "fireball",

Where is the Head Particle mate. Without that particle it crashes.. :(

Thxs for your time.. :)
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Leki
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Re: substituting monster graphics

Post by Leki »

Meh... I wrote it in hurry - logically it's:

Code: Select all

particleSystem = "fireball", -- particle name
particleSystemNode = "head",  --node name 
(you can use any valid node you can find on model in GMT, i.e "hand_r" etc)[/color]

Image
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Eleven Warrior
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Re: substituting monster graphics

Post by Eleven Warrior »

Whoa thxs Leki.. :o

I will have to look harder when I am using GMT ahy.. I did not realize there were those Nodes for the Body of Monsters.. Well I for one have learnt something new today thxs again... :lol:
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