Page 1 of 2

Metal Cube Boss from LOG1 Import

Posted: Wed Jul 22, 2015 5:58 am
by Emera Nova
So the current dungeon I'm working on I'd like to use the metal cube boss as one of the bosses. The idea is to have the combat room be a maze like room where if you choose the correct paths it will deal damage to the boss for you and you'll be able to make it out alive. If you choose the wrong path the boss will crush the team simple as that.

Problem being I need the metal cube boss... So I'm wondering if either someone has already made a port of the boss that I could get a link to. Or if someone wouldn't mind either teaching me what all i would need to do the import myself or if they wouldn't mind importing it for me and sending me the files.

At some point I'd also like to import the warden cause that type of monster look would fit well for this dungeon.
I'll gladly work on the import myself I just will need like step by step guidelines of what to do and not to do.

Re: Metal Cube Boss from LOG1 Import

Posted: Wed Jul 22, 2015 6:33 am
by minmay
For the warden, there's nothing to convert: it's already in the Grimrock 2 assets. Look at assets/scripts/monsters/warden.lua.

For the cube, the model is already present in the Grimrock 2 assets, but you'll need to copy the textures and convert the normal maps, convert the animations (this Blender plugin is probably the easiest way, just import a Grimrock 1 animation and export it as a Grimrock 2 animation), either make new sounds or illegally copy them from Grimrock 1, and of course write a new brain and reimplement its special LoG1 behaviour (crushing, mainly).

Re: Metal Cube Boss from LOG1 Import

Posted: Wed Jul 22, 2015 1:10 pm
by Emera Nova
Just dropped in the .lua for the warden he seems to be working fine with the exception of his textures x]. They seem kind of gone.. Going to need to see if I can reattach them.

As far as writing a brain for the cube, I have no idea where to begin with it.

Re: Metal Cube Boss from LOG1 Import

Posted: Wed Jul 22, 2015 5:12 pm
by minmay
The warden's materials are defined in assets/scripts/grimrock1/grimrock1_materials.lua. Just copy the "guardian" and "guardian_flail" definitions from there.

Re: Metal Cube Boss from LOG1 Import

Posted: Wed Jul 22, 2015 8:19 pm
by Azel
I brought the Cube over once, and had his "engines running" in place. But only half of his textures were present, and he wouldn't move.

For obvious reasons, the Cube Boss would be amazingly awesome for the Mechanical Age in my Myst Mod; however, I don't really have the ability to get a fully functional version of the Cube up and running within a reasonable time frame. If anyone ever gets him going, let me know! Heck, I might even be willing to throw a small amount of $$$ towards the effort 8-)

Re: Metal Cube Boss from LOG1 Import

Posted: Sun Aug 02, 2015 12:26 am
by AndakRainor
So, what is still missing for this boss ? Do you have all the visuals and animations ? Is only the brain missing ?

Re: Metal Cube Boss from LOG1 Import

Posted: Sun Aug 02, 2015 12:41 am
by Emera Nova
I'm going to attempt to figure out how to get all of the visual stuff set up, as minmay said I need to convert the maps and export out new animations. I'll first have to find where the asset location is to open up and work on them.

Re: Metal Cube Boss from LOG1 Import

Posted: Sun Oct 18, 2015 1:33 pm
by kelly1111
How far is the progress on the cube monster so far? Has anyone got it working?

Re: Metal Cube Boss from LOG1 Import

Posted: Sat Jun 16, 2018 10:07 am
by Halluinoid
would love to have the Cube in a LOG2 custom dungeon!! it was such a lot of fun in LOG1

is there a definite LOG2 custom dungeon that succeeded in using it?

Re: Metal Cube Boss from LOG1 Import

Posted: Tue Jun 26, 2018 6:37 pm
by akroma222
Is it ready yet!? Is it ready yet!? :lol: ;)
Just an idea - as an alternate attack for for a LoG2 Cube...

*Cube stops still (at a distance), charges its engine for a second or so....
Then engages it engine and propells itself along the floor at top speed (not rolling but sliding / flying) directly at the party*

So yeah, we could give it a charge attack - which would crush the party if it catches you against a wall
(Id be happy to try scripting this up - minimal extra animations needed too)