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(Monster) My 1st monster repaint - "Green Ogre"

Posted: Tue Jun 18, 2013 7:43 pm
by maneus
I have uploaded my first custom monster called "green ogre" on grimrock.nexus.

You will find it here: http://grimrock.nexusmods.com/mods/271//?

It is only a repaint over the original texture of the tunnel ogre. A little tuning, if you will. :D
Feel free to write what you think about it.

Here is a screenshot of him:

Image

Re: (Monster) My 1st monster repaint - "Green Ogre"

Posted: Thu Jun 20, 2013 4:54 pm
by Neikun
Nice chainshirt!

Re: (Monster) My 1st monster repaint - "Green Ogre"

Posted: Thu Jun 20, 2013 8:57 pm
by maneus
Thank you. Actually I would have an ork, but the oger works not vey well as an ork with the two horns on his head.
So I made my own ogre with a little bit ork inside. :)

Re: (Monster) My 1st monster repaint - "Green Ogre"

Posted: Fri Jun 21, 2013 3:17 pm
by Conchron
That looks great! :mrgreen: I know exactly where I can put it to use.

Re: (Monster) My 1st monster repaint - "Green Ogre"

Posted: Fri Jun 21, 2013 3:26 pm
by maneus
Feel free to work with him.

Re: (Monster) My 1st monster repaint - "Green Ogre"

Posted: Sun Jun 23, 2013 1:05 pm
by Neikun
I think you could easily have this look like an orc if you scale it down maybe by 0.7

Re: (Monster) My 1st monster repaint - "Green Ogre"

Posted: Sun Jun 23, 2013 4:22 pm
by maneus
Neikun wrote:I think you could easily have this look like an orc if you scale it down maybe by 0.7
I have try it with the GMT but it dosn“t work in the game after saving. The new ork is as big as the original tunnel ogre. No idea, what I did wrong.

Re: (Monster) My 1st monster repaint - "Green Ogre"

Posted: Mon Jun 24, 2013 3:27 am
by Komag
every animation has to be scaled.

Re: (Monster) My 1st monster repaint - "Green Ogre"

Posted: Mon Jun 24, 2013 10:22 am
by JohnWordsworth
When an animation is applied to a monster in Grimrock, the static's models transformations are essentially thrown away and replaced by the ones in the loaded animation. So, you need to rescale each animation in order for this to work, and when you scale a model down by 50% you have to work to scale the 'walking step-size' up 200% afterwards (to get the step-size back to the original 100%). Luckily, Xanathar has a tool for editing animations en-mass and doing this for you :).

Process is as follows;

1. Use Xnanathar's tool for re-scaling all of the animations for the ogre.
2. Put the new animations in your mod_toolkit directory.
3. Copy all of the defineAnimationEvent definitions related to the ogre from the asset pack, and copy them into your mod. Re-link all of these to your new animations, otherwise the Ogre will never 'hit' you when he attacks.
4. Define your new ogre, linking to your new model and your new animations.

Re: (Monster) My 1st monster repaint - "Green Ogre"

Posted: Mon Jun 24, 2013 12:21 pm
by maneus
Thank you for your detailed description, John. And thanks to Komag too for the first hint.