monsters
Re: monsters
anyone mentioned ghosts? man / woman model, with chains and clothes in fragments?
the munchers from csb are cool too... like scavengers but flying one! fast, scary, low life...
hounds like those from silent hill 4, beasts with tentacles in the mouth...
wall hands could be cool too (we can already do it with tentacles in a wall, but it's not the same...)
and of course, worms! serpents! giant ants! rats!
the munchers from csb are cool too... like scavengers but flying one! fast, scary, low life...
hounds like those from silent hill 4, beasts with tentacles in the mouth...
wall hands could be cool too (we can already do it with tentacles in a wall, but it's not the same...)
and of course, worms! serpents! giant ants! rats!
ad&d / ff / d&d
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- Posts: 99
- Joined: Thu Oct 11, 2012 5:12 pm
Re: monsters
Thanks for keeping the list updated Komag!
All good ideas. I can't wait to fix the pipeline so I can make some stuff.
All good ideas. I can't wait to fix the pipeline so I can make some stuff.
- D@nzingtree
- Posts: 9
- Joined: Fri Oct 12, 2012 6:29 pm
Re: monsters
First of all:
Thank you for your work
I would be very thankful for some long iron spikes of instand death
They could be placed on the floor(and hopefully fitting to all walllsets) being harmless, until the party falls on them and ends up with the dead animation of the cube boss.
Why do we need mosquitos? We already have the shrak torrs. Maybe giant Wasps for the Dungeon Master recreators instead.
Many possible monsters like chimeras are too long for the tiles. Imagine the dm red dragon as grimrock creature, it would look like an evil toad or something like this.
Would it be even possible to create/animate a two tile Monster?
Do you remember the Oitu from Dungeon Master?
That beast could fit in the place of the crab based insect.
Thank you for your work
I would be very thankful for some long iron spikes of instand death
They could be placed on the floor(and hopefully fitting to all walllsets) being harmless, until the party falls on them and ends up with the dead animation of the cube boss.
Why do we need mosquitos? We already have the shrak torrs. Maybe giant Wasps for the Dungeon Master recreators instead.
Many possible monsters like chimeras are too long for the tiles. Imagine the dm red dragon as grimrock creature, it would look like an evil toad or something like this.
Would it be even possible to create/animate a two tile Monster?
Do you remember the Oitu from Dungeon Master?
That beast could fit in the place of the crab based insect.
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- Posts: 99
- Joined: Thu Oct 11, 2012 5:12 pm
Re: monsters
ok you beauties,
I finally got the joint heirarchy loading in now. Bit of trial and error as my matrix maths is not the best
Need skin weights, and to fix a few things in the mesh (vertex normals for example are ignored atm)
Going quite fast compared to what I imagined though!
Cheers for all the suggestions folks. I got a stinking cold at the moment and even a _runny pink eye_ which is a new one for me, so this codey type of mni project is helping pass the time since I can't sleep so well. Can't wait to feel better and start to make some models!
I finally got the joint heirarchy loading in now. Bit of trial and error as my matrix maths is not the best
Need skin weights, and to fix a few things in the mesh (vertex normals for example are ignored atm)
Going quite fast compared to what I imagined though!
Cheers for all the suggestions folks. I got a stinking cold at the moment and even a _runny pink eye_ which is a new one for me, so this codey type of mni project is helping pass the time since I can't sleep so well. Can't wait to feel better and start to make some models!
Re: monsters
Nice!
Hope you get well soon!
Hope you get well soon!
Re: monsters
yeah, eat some chicken noodle soup and get plenty of water and toast (I know that's all bunk but hey, if it makes you feel happier, that's gotta count for something!)
Finished Dungeons - complete mods to play
- JohnWordsworth
- Posts: 1397
- Joined: Fri Sep 14, 2012 4:19 pm
- Location: Devon, United Kingdom
- Contact:
Re: monsters
Awesome work wallasaurus, that's great to see the joints in a 3d editor!
Get well soon (but not too soon if it gives you more time to code and model , j/k).
Get well soon (but not too soon if it gives you more time to code and model , j/k).
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: monsters
Tea is my savior in those cases. I almost got a sore throat, but traded it with tea for a minor cold, which seems to be passing already. Hope you get well soon too!wallasaurus wrote:
Cheers for all the suggestions folks. I got a stinking cold at the moment and even a _runny pink eye_ which is a new one for me, so this codey type of mni project is helping pass the time since I can't sleep so well. Can't wait to feel better and start to make some models!
BASILEUS
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- Posts: 99
- Joined: Thu Oct 11, 2012 5:12 pm
Re: monsters
ok, skin weights are parsed and applied corectly.
I will take a break before making the export etc. work, and there are a few mesh things still outstanding, but this means I can shortly get a test monster in the game (in theory) using existing skeletons/anim sets and in a short while I will work out the export process for anims too.
I will take a break before making the export etc. work, and there are a few mesh things still outstanding, but this means I can shortly get a test monster in the game (in theory) using existing skeletons/anim sets and in a short while I will work out the export process for anims too.