The Gelatinous Cube project.

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Skuggasveinn
Posts: 562
Joined: Wed Sep 26, 2012 5:28 pm

The Gelatinous Cube project.

Post by Skuggasveinn »

Decided to create a new thread around this.
kelly1111 wrote: Wed Apr 17, 2019 6:07 pm Is there someone willing to help me out a bit.
I need a simple cube animation (move forward,backward,strafe left, strafe right...)
I started looking into this yesterday, here is what I have so far. its still WIP but usable (still using slime hit goo and sounds etc). This is a minimal lazy rig (just 4 bones).
But this will help anyone that wants to start making his own monsters.

Here its how it looks in action.
https://www.youtube.com/watch?v=9eNEys7 ... e=youtu.be

Here are the Blender files.
https://www.zorglubb.net/grimrock/dropz ... lender.zip
We have a master file (without animation), idle, walk forward, turnleft and turnright.

Here are the editor assets.
https://www.zorglubb.net/grimrock/dropz ... usCube.zip

Here are the problems :D
swarm = true makes the cube engulf the party, but it ignores projectiles (in the youtube video its set to false).
I can't get screenEffect to work with the attack , it always gets ignored along with causeCondition = "diseased" and its change.
Someone with better scripting knowledge will probably best the hell out if this for sure ;)

Here are what folks should keep a close eye if you want to modify this.
You need to be using minmay's updated export script to export these blend files directly, read about it here.
viewtopic.php?f=22&t=18162#p119735
Capsule node is important, like REALLY IMPORTANT, all monsters need one. If you see your monster blinking in and out then the capsule node is exiting the players view and the model gets culled from view (occluded).
Capsule should be animated along with the mesh if moving between squares.

local_srt is importan, like REALLY IMPORTANT :D , it should be animated along with the mesh when moving between squares.

All monsters need a head node (its where particle effects spawn for monster condition like sleep, stun etc.) I just named the top bone head for maximum lazy points.

The light is bound to the hip bone, if the light is not bound to a bone or an empty node then it will "jump" from square to square.
The hit animations are just the idle one (again going for the lazy points).

I have not tested this model extensively, so bugs are more then likely.

anyone feel free to jump into the lua code to make this more awesome :lol:

kind regards.
Skuggasveinn.
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.
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Zo Kath Ra
Posts: 937
Joined: Sat Apr 21, 2012 9:57 am
Location: Germany

Re: The Gelatinous Cube project.

Post by Zo Kath Ra »

This is very cool!

Only thing that seems strange is that the cube turns.
It doesn't have to; unless its sensory organs are only on one side.
But it probably looks more organic this way.
The LoG1 cube didn't turn, but it was a machine, so that was ok.
kelly1111
Posts: 349
Joined: Sun Jan 20, 2013 6:28 pm

Re: The Gelatinous Cube project.

Post by kelly1111 »

Really made me happy there skuggs !
To make this is still beyond me, but now I have a chance to study and perhaps modify it.

I will go on a lookout for some sounds for this cube. I wonder what sound it should make ;)

Now I know why my own models where flickeri g in and out of view .. I had no such thing as a cupsule or local srt.

On the scripting conditions part. It would be cool if the swarm effect could freeze the player / or immobilise them for a while. I really like the idea of several cubes chasing the player through corridors, cornering them to then proceed to suck the life out of them.

Again. Alot of thanks for taking the time to make this (for me) and the community.
kelly1111
Posts: 349
Joined: Sun Jan 20, 2013 6:28 pm

Re: The Gelatinous Cube project.

Post by kelly1111 »

That dangling arm outside of the cube ... NICE !
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: The Gelatinous Cube project.

Post by bongobeat »

Is there any way to make a monster acting like a tiny rat?
Its to have some harmless "monster" to add some living things in a city.

I'm currently trying this:
SpoilerShow

Code: Select all

defineObject{
	name = "walking_soldier",
	components = {
		{
			class = "Model",
			model = "assets/models/monsters/skeleton_knight_commander.fbx",
materialOverrides = { ["skeleton_knight"] = "malanian_knight" },
		},
		{
			class = "Model",
			name = "helmet",
			model = "mod_assets/models/light_helmet.fbx",
			parentNode = "head",
			rotation = vec(0,180,0),
			offset = vec(0,-0.105,0.05),
		},
		{
			class = "TinyCritterController",
			speed = 1.1,
			fleeSpeed = 1.1,
			strafing = false,
		},
		{
			class = "Animation",
			animations = {
				idle = "assets/animations/monsters/skeleton_knight_commander/skeleton_knight_commander_idle.fbx",
				moveForward = "assets/animations/monsters/skeleton_knight_commander/skeleton_knight_commander_walk.fbx",
			},
			playOnInit = "idle",
			loop = true,
		},
	},
	placement = "floor",
	editorIcon = 252,
	reflectionMode = "never",
}
But the monster start to jump/teleport back after his escape move, also reducing the speed wouldn't do anything good, and using the basic speed of the tiny rat is ultra fast for the monster move.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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Isaac
Posts: 3185
Joined: Fri Mar 02, 2012 10:02 pm

Re: The Gelatinous Cube project.

Post by Isaac »

Depending on the map, you can use the tiny _critter_controller, like for the small crabs and miniature spiders... but those don't respect obstacles, and walk entirely off the grid. Otherwise one must make the brain behave how they wish it to. It is certainly possible to write one's own onThink hook.
User avatar
Skuggasveinn
Posts: 562
Joined: Wed Sep 26, 2012 5:28 pm

Re: The Gelatinous Cube project.

Post by Skuggasveinn »

bongobeat wrote: Sun Apr 21, 2019 12:38 pm But the monster start to jump/teleport back after his escape move, also reducing the speed wouldn't do anything good, and using the basic speed of the tiny rat is ultra fast for the monster move.
The reason for this is how the tiny critter animations are set up differently then normal monsters.
They only have two, idle and walking. And the walking animation DOESN'T move the critter. Its just moonwalking in place and there is no distance traveled in the animation.
The TinyCritterController moves the local_srt node in random directions (and like Isaac pointed out, ignores obstacles).

If you want to go dawn this path then you would have to edit the walking animation to match the info above.

Kind regards.
Skuggasveinn.
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: The Gelatinous Cube project.

Post by bongobeat »

aouchh

I just noticed that I post this in the wrong thread (it should have been in the ask a question thread) :(
my bad.

Well ok, I thought that this could be difficult to make.
Well, thanks for your answers!
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
User avatar
Skuggasveinn
Posts: 562
Joined: Wed Sep 26, 2012 5:28 pm

Re: The Gelatinous Cube project.

Post by Skuggasveinn »

I did have a go at this idea Bongo, so I took most of the "animals" and turned them into tiny critters.
Some came out really good :)

Have a look at it here.
https://www.nexusmods.com/legendofgrimr ... ?tab=files
Adds the following to the critters in LoG2
Tiny Wyvern
Tiny Crowern
Tiny Toad
Tiny Turtle (both walking and swimming)
Tiny Mosquito
Tiny Snakes
Tiny Snail
Tiny Fjald Warg
Tiny Sand Warg

ps. play the dungeon dat. not just the editor files. The dungeon has a few surprises :D

kind regards.
Skuggasveinn.
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: The Gelatinous Cube project.

Post by bongobeat »

haha that's very funny stuff!

the giant spider looks very scary, also the kraken.. hum :lol:
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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