These are mostly things that serve as props/decorations for a dungeon, but shields will also suit well in case of some unique/magic item.
Throwing Hammers. Actually it's a retextured warhammer with new icon, but at least it reminds me of the good old days playing D&D Tower of Doom in the local arcade. Screenshot below shows the differences between warhammer and throwing hammer.
I've made it more powerful but slower then throwing axe to keep consistency with axes/maces logic of LoG. Also, because it's such a heavy weapon it requires some knowledge of throwing techniques to actually use it.
So far I've made two textures for round shields and two for heavy shield. Here are three of them:
Gobelins. I've tried to recreate gobelins from Lands of Lore, either the ones for Gladstone Keep or Roland's Manor:
(The texture for round shields are the same as the ones I've posted with "shield hook" post, but icons atlas is updated with heavy shield icon)
Below comes scripts for your convenience.
materials.lua
Code: Select all
-- THROWING HAMMER
defineMaterial{
name = "throwing_hammer",
diffuseMap = "mod_assets/textures/throwing_hammer_dif.tga",
specularMap = "mod_assets/textures/throwing_hammer_spec.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
-- GREEN GOBELIN
defineMaterial{
name = "gobelin_green",
diffuseMap = "mod_assets/textures/gobelin_green_dif.tga",
specularMap = "assets/textures/env/dungeon_gobelin_spec.tga",
normalMap = "assets/textures/env/dungeon_gobelin_normal.tga",
doubleSided = false,
lighting = true,
alphaTest = true,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
-- GREEN GOBELIN TORN
defineMaterial{
name = "gobelin_green_torn",
diffuseMap = "mod_assets/textures/gobelin_green_torn_dif.tga",
specularMap = "assets/textures/env/dungeon_gobelin_torn_spec.tga",
normalMap = "assets/textures/env/dungeon_gobelin_torn_normal.tga",
doubleSided = false,
lighting = true,
alphaTest = true,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
-- CRIMSON GOBELIN
defineMaterial{
name = "gobelin_crimson",
diffuseMap = "mod_assets/textures/gobelin_crimson_dif.tga",
specularMap = "assets/textures/env/dungeon_gobelin_spec.tga",
normalMap = "assets/textures/env/dungeon_gobelin_normal.tga",
doubleSided = false,
lighting = true,
alphaTest = true,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
-- CRIMSON GOBELIN TORN
defineMaterial{
name = "gobelin_crimson_torn",
diffuseMap = "mod_assets/textures/gobelin_crimson_torn_dif.tga",
specularMap = "assets/textures/env/dungeon_gobelin_torn_spec.tga",
normalMap = "assets/textures/env/dungeon_gobelin_torn_normal.tga",
doubleSided = false,
lighting = true,
alphaTest = true,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
-- BLUE GOBELIN
defineMaterial{
name = "gobelin_blue",
diffuseMap = "mod_assets/textures/gobelin_blue_dif.tga",
specularMap = "assets/textures/env/dungeon_gobelin_spec.tga",
normalMap = "assets/textures/env/dungeon_gobelin_normal.tga",
doubleSided = false,
lighting = true,
alphaTest = true,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
-- BLUE GOBELIN TORN
defineMaterial{
name = "gobelin_blue_torn",
diffuseMap = "mod_assets/textures/gobelin_blue_torn_dif.tga",
specularMap = "assets/textures/env/dungeon_gobelin_torn_spec.tga",
normalMap = "assets/textures/env/dungeon_gobelin_torn_normal.tga",
doubleSided = false,
lighting = true,
alphaTest = true,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
-- UNICORNS GOBELIN
defineMaterial{
name = "gobelin_unicorns",
diffuseMap = "mod_assets/textures/gobelin_unicorns_dif.tga",
specularMap = "assets/textures/env/dungeon_gobelin_spec.tga",
normalMap = "assets/textures/env/dungeon_gobelin_normal.tga",
doubleSided = false,
lighting = true,
alphaTest = true,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
-- UNICORNS GOBELIN TORN
defineMaterial{
name = "gobelin_unicorns_torn",
diffuseMap = "mod_assets/textures/gobelin_unicorns_torn_dif.tga",
specularMap = "assets/textures/env/dungeon_gobelin_torn_spec.tga",
normalMap = "assets/textures/env/dungeon_gobelin_torn_normal.tga",
doubleSided = false,
lighting = true,
alphaTest = true,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
-- RANGER'S SHIELD
defineMaterial{
name = "ranger_shield",
diffuseMap = "mod_assets/textures/ranger_shield_dif.tga",
specularMap = "mod_assets/textures/ranger_shield_spec.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
-- HEAVY SHIELD WITH LION
defineMaterial{
name = "heavy_shield_lion",
diffuseMap = "mod_assets/textures/heavy_shield_lion_dif.tga",
specularMap = "mod_assets/textures/heavy_shield_lion_spec.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
-- ROUND SHIELD OF ICE
defineMaterial{
name = "small_shield_ice",
diffuseMap = "mod_assets/textures/small_shield_ice_dif.tga",
specularMap = "assets/textures/items/small_shield_spec.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
-- ROUND SHIELD OF FIRE
defineMaterial{
name = "small_shield_fire",
diffuseMap = "mod_assets/textures/small_shield_fire_dif.tga",
specularMap = "assets/textures/items/small_shield_spec.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
Code: Select all
-- GREEN GOBELIN
defineObject{
name = "gobelin_green",
class = "WallTapestry",
model = "mod_assets/models/gobelin_green.fbx",
brokenModel = "mod_assets/models/gobelin_green_torn.fbx",
placement = "wall",
editorIcon = 92,
}
-- CRIMSON GOBELIN
defineObject{
name = "gobelin_crimson",
class = "WallTapestry",
model = "mod_assets/models/gobelin_crimson.fbx",
brokenModel = "mod_assets/models/gobelin_crimson_torn.fbx",
placement = "wall",
editorIcon = 92,
}
Code: Select all
-- WEAPONS
-- THROWING HAMMER
defineObject{
name = "throwing_hammer",
class = "Item",
uiName = "Throwing Hammer",
model = "mod_assets/models/throwing_hammer.fbx",
skill = "throwing_weapons",
requiredLevel = 12,
gfxAtlas = "mod_assets/textures/custom_icon_atlas.tga",
gfxIndex = 30,
throwingWeapon = true,
attackPower = 17,
coolDownTime = 6.5,
attackMethod = "throwAttack",
attackSound = "swipe",
impactSound = "impact_blunt",
stackable = true,
sharpProjectile = false,
projectileRotationSpeed = -10,
projectileRotationZ = 90,
weight = 0.6,
}
-- SHIELDS
-- RANGER'S SHIELD
defineObject{
name = "ranger_shield",
class = "Item",
uiName = "Ranger's Shield",
model = "mod_assets/models/ranger_shield.fbx",
description = "This gilded shield imbued with arcane energies may serve as spell focus for any magic user.",
gfxAtlas = "mod_assets/textures/custom_icon_atlas.tga",
gfxIndex = 4,
attackMethod = "castRuneSpell",
evasion = 8,
health = 25,
weight = 5.0,
shield = true,
}
-- HEAVY SHIELD WITH LION
cloneObject{
name = "heavy_shield_lion",
baseObject = "heavy_shield",
uiName = "Shield of Lion",
model = "mod_assets/models/heavy_shield_lion.fbx",
gfxAtlas = "mod_assets/textures/custom_icon_atlas.tga",
gfxIndex = 2,
}
-- ROUND SHIELD OF ICE
cloneObject{
name = "round_shield_ice",
baseObject = "round_shield",
uiName = "Shield of Giant Slayer",
model = "mod_assets/models/small_shield_ice.fbx",
gfxAtlas = "mod_assets/textures/custom_icon_atlas.tga",
gfxIndex = 0,
}
-- ROUND SHIELD OF FIRE
cloneObject{
name = "round_shield_fire",
baseObject = "round_shield",
uiName = "Shield of Dragon Slayer",
model = "mod_assets/models/small_shield_fire.fbx",
gfxAtlas = "mod_assets/textures/custom_icon_atlas.tga",
gfxIndex = 1,
}
Throwing hammer added. Note that you will need to upload Custom Icon Atlas anew and replace old one to use it with throwing hammer. The new icon atlas also include lanterns made by Majd and posted on forum some time ago.
EDIT 20.10
Two more LoL inspired gobelins and Ranger Shield added. Note that you will need to upload Custom Icon Atlas anew and replace old one to use it with Ranger's Shield. Also note that all files for previous gobelins (crimson and green) were renamed. A word "dugeon" was delated from all names, so for example now there is "gobelin_green_torn_dif.dds" instead "dungeon_gobelin_green_torn_dif.dds". Scripts were amended to reflect those new files.