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substituting monster graphics
Posted: Thu Jan 30, 2014 12:07 pm
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

).
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
Re: substituting monster graphics
Posted: Thu Jan 30, 2014 1:15 pm
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.
Re: substituting monster graphics
Posted: Thu Jan 30, 2014 1:55 pm
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]
Re: substituting monster graphics
Posted: Thu Jan 30, 2014 2:18 pm
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
Re: substituting monster graphics
Posted: Thu Jan 30, 2014 2:19 pm
by Komag
Re: substituting monster graphics
Posted: Thu Jan 30, 2014 2:24 pm
by Leki
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 
Re: substituting monster graphics
Posted: Thu Jan 30, 2014 4:44 pm
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..

Re: substituting monster graphics
Posted: Thu Jan 30, 2014 5:23 pm
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]

Re: substituting monster graphics
Posted: Fri Jan 31, 2014 9:59 pm
by Eleven Warrior
Whoa thxs Leki..
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...
