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[model] Daemon Head Barricade.
Posted: Wed Dec 12, 2012 10:12 am
by Rook
Just a quick model I whipped up. I'm currently using it as a blockade. Open to any suggestions on what else to do with it. Or mess around with it yourself.
http://grimrock.nexusmods.com/mods/143
Re: [model] Daemon Head Barricade.
Posted: Wed Dec 12, 2012 10:19 am
by vorebane
I want to say a floating fireball spitting head of doom. Turn it into a monster! I think maybe you could get away with cloning and rejiggering an uggardian.
Re: [model] Daemon Head Barricade.
Posted: Wed Dec 12, 2012 10:21 am
by Rook
vorebane wrote:I want to say a floating fireball spitting head of doom. Turn it into a monster! I think maybe you could get away with cloning and rejiggering an uggardian.
I had the same idea, but I'm still pretty new to modding with LoG. If anybody wants to give it a go, be my guest.
Re: [model] Daemon Head Barricade.
Posted: Wed Dec 12, 2012 11:37 am
by Grimwold
With 2 or 3 more models at different angles you could use spawn() and destroy() with a short timer to create the illusion of it rotating, then maybe you could fire a fireball every time a new head came around or something.
Re: [model] Daemon Head Barricade.
Posted: Wed Dec 12, 2012 12:06 pm
by Rook
Is there a way to animate custom monsters yet?
Re: [model] Daemon Head Barricade.
Posted: Wed Dec 12, 2012 12:18 pm
by Grimwold
not an easy way, unless I'm mistaken.
Xanathar created an Animation Editor, but it is not very easy to work with... useful for rescaling and slight modification to existing animations, but I wouldn't necessarily want to try and create a whole new animation using it.
Not sure if there are any animation options in the GMT yet.
Re: [model] Daemon Head Barricade.
Posted: Wed Dec 12, 2012 2:34 pm
by Komag
You can always go the million-alcove route:
viewtopic.php?p=43338#p43338
Re: [model] Daemon Head Barricade.
Posted: Wed Dec 12, 2012 3:32 pm
by Xanathar
Xanathar created an Animation Editor, but it is not very easy to work with.
Absolutely true, it's hard to use to create complex animations (it took me more than one hour to get the chest opening animations working for my treasure chests, for example).
On the other hand in this specific case if you want it to make a monster out of this, the animations could be just slidings and maybe (don't know) rotations.. that could be easier to get out.
If I have time I'll give it a try later (busy day

)
Re: [model] Daemon Head Barricade.
Posted: Wed Dec 12, 2012 6:54 pm
by Diarmuid
The complete version of my extended spells framework (coming next week) features a function that allows monsters to cast spells in any direction. See video:
http://youtu.be/hnnT19Lsh6Y.
Note that the spell is coming from the monster, not 1 square away...

(Same technique allows also to cast spells from the party square

)
So if someone manages to turn this in a monster, we'll be able to have it shoot fireballs in 4 directions, badass.
Re: [model] Daemon Head Barricade.
Posted: Wed Dec 12, 2012 9:31 pm
by Phitt
If you have 3ds max you can use Wallasaurus export script (can be found in his 'monsters' thread). Works pretty well. I still needed Xanathar's animation editor since the animations export at 1% scale and Grimrock's coordination system is a bit confusing (xyz...) so I had to adjust them. But for long animations with dozens of frames it is definitely very useful.
In this case it could even work if you simply connected the demon head thing to the root animation node of a monster since you only need a simple floating movement. Would be easier than making a new set of animations.