[Monster] Bring on the snails! [now with turbo-mode]
- Soaponarope
- Posts: 180
- Joined: Thu Oct 04, 2012 3:21 am
Re: [Monster] Bring on the snails! [now with turbo-mode]
A search for head node brought me here. It must be an issue with changing the snail model as I am getting the same error message with my slug creatures, Akroma. Everything is working fine with them, just really want to get rid of the error message.
Re: [Monster] Bring on the snails! [now with turbo-mode]
The old snail never had a head node. It has tentacle nodes instead. Go into JohnWordsworth's model toolkit and change the tentacle_short model node into a head node. That should do the trick.
- Soaponarope
- Posts: 180
- Joined: Thu Oct 04, 2012 3:21 am
Re: [Monster] Bring on the snails! [now with turbo-mode]
Thanks! that did it. It's tentacles_long1 for reference.
Re: [Monster] Bring on the snails! [now with turbo-mode]
I couldn't quite remember what it was. Glad you found the correct node.Soaponarope wrote:Thanks! that did it. It's tentacles_long1 for reference.

Re: [Monster] Bring on the snails! [now with turbo-mode]
Really excited I found this post. Got snails working. I wish I was smart enough to figure out how to get the Blobs working. It would be really cool if someone put together a Legend of Grimrock Monster Pack for the LoG 2 editor. It seems silly that the developers left these assets out of the new editor. Just trying to get a bit more diversity in my custom dungeon.
Re: [Monster] Bring on the snails! [now with turbo-mode]
The unused Grimrock 1 monsters total to about 100 MB of models/animations/textures/sounds. It would be silly to inflate the game's size by that much with assets that 99.9% of players won't ever see in the game. Relicensing sounds might also be an issue.mythos wrote:It seems silly that the developers left these assets out of the new editor.
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Re: [Monster] Bring on the snails! [now with turbo-mode]
100 mb is small beans in today's world with fast internet. It's not uncommon for games to be 30-50 gb downloads. The sound licensing makes sense though.minmay wrote:The unused Grimrock 1 monsters total to about 100 MB of models/animations/textures/sounds. It would be silly to inflate the game's size by that much with assets that 99.9% of players won't ever see in the game. Relicensing sounds might also be an issue.mythos wrote:It seems silly that the developers left these assets out of the new editor.
I am getting an error: warning! no such sample: snail_walk
Any ideas what that is about?
Re: [Monster] Bring on the snails! [now with turbo-mode]
Not all sounds come across (likely for the licensing issue). You have to apply different sounds. In this case, use the sound file for the Slime walk.
There is a monster thread here that helps with all this
There is a monster thread here that helps with all this

Re: [Monster] Bring on the snails! [now with turbo-mode]
I have model toolkit up and running, but I can't seem to figure out how to add a head node. I have tentacles_long1 selected. Any help would be appreciated.
edit: disregard, I was able to figure it out
edit: disregard, I was able to figure it out
