monsters

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Trap
Posts: 67
Joined: Mon Sep 24, 2012 2:09 am

Re: monsters

Post by Trap »

get some mummies going for those Dungeon Master remakes too? hehe ;p
wallasaurus
Posts: 99
Joined: Thu Oct 11, 2012 5:12 pm

Re: monsters

Post by wallasaurus »

I'll have to unpack an existing monster and see how much animation is required. If it is just basic locomotion and a few combat animations and impact animations it could be relatively simple to create at least 1st pass anims to go with entirely new monsters.

Thanks for the lists, it's a decent starting point. :)

I've contacted JohnWordsworth and he's kindly shared some code with me so I will have a tinker with this and see what I can achieve.

Cheers to all - feel free to add more ideas (perhaps edit that post so it contains all the compiled suggestions?)

I'll make some tidbits soon and post them up.
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Komag
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Location: Boston, USA

Re: monsters

Post by Komag »

sounds great! Yeah, I'll edit the post later tonight or in the morning with any others' suggestions
Finished Dungeons - complete mods to play
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pulpum
Posts: 155
Joined: Wed Apr 18, 2012 1:23 am
Location: bordeaux, france

Re: monsters

Post by pulpum »

I request orcs & goblins. it misses a lot! :mrgreen:
ad&d / ff / d&d
wallasaurus
Posts: 99
Joined: Thu Oct 11, 2012 5:12 pm

Re: monsters

Post by wallasaurus »

ok, I've read all the data in for a simple model to 3dsmax, which means I *should* be able to do the opposite trivially.

I just need to figure out getting the parsed data into 3dsmax geometry,uvs etc., which might be a nightmare. :)
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Merethif
Posts: 274
Joined: Tue Apr 24, 2012 1:58 pm
Location: Poland

Re: monsters

Post by Merethif »

Speaking of monsters I propose Bullywugs. They are not overused in video games (like orcs are).
As for props I think some Hero Quest like Tomb would be cool.
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JohnWordsworth
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Re: monsters

Post by JohnWordsworth »

First of all, that's awesome that you're looking to generate some LoG 3D Content. I look forward to it.

Secondly, while it's not at the top of my priority list, I'm looking to add support for FBX files (including animation) to the Grimrock Model Toolkit over the next week or two, which will hopefully make it really easy to import/export monsters and more complicated models :).
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
wallasaurus
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Joined: Thu Oct 11, 2012 5:12 pm

Re: monsters

Post by wallasaurus »

fbx is awesomely widespread, but also a tad flaky (same fbx version in different DCC apps produces inconsistent tangent and bitangent data on export for example) - if you manage to get it working it will definitely simplify things even with the problems it has, in the meantime I will muddle on with a direct max->grimrock pipeline so I can make some stuff!
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crisman
Posts: 305
Joined: Sat Sep 22, 2012 9:23 pm
Location: Italy

Re: monsters

Post by crisman »

First of all thank you for this opportunity! :D

My ideas are:
Zombies
Mechanical monsters - I'm doing a steampunk oriented environment, so they are welcome for me ^___^
Elemental golems
Gargoyles
Tigers/lions - noy sure what are they doing in a dungeon, but I always wanted to find and fight them :D
wallasaurus
Posts: 99
Joined: Thu Oct 11, 2012 5:12 pm

Re: monsters

Post by wallasaurus »

Hey folks,

Having a bit of trouble importing the joints and sorting out the nodes parenting and transforms etc. Any maths wizards who want to lend a hand are welcome. :)

Anyway here's a back to front and upside down snail. :P Hopefully I can get this last bit sorted out then make and test the export process.

Image
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