Custom Monster: Meet the Molt! (PLUS 30+ other slimes!!!)

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Neikun
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Re: Custom Monster: Meet the Molt! (PLUS 30+ other slimes!!!

Post by Neikun »

Kuningas wrote:Oh! Sure thing, will do. I've been working on unversity-related stuff yesterday and today I took the last chance to make some autumny photographs, so I've been around here fairly little.

As an additional tip to the glow effect, I suggest using it with the temple glass wall objects too -- the window is a separate material from the bricks, so you can create a very convincing illusion of light filtering through.
No it isn't D:

EDIT: Ohh I understand why you would think that now.
Slimes only carry one texture node, so all the slimes have room for a single material.
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Kuningas
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Re: Custom Monster: Meet the Molt! (PLUS 30+ other slimes!!!

Post by Kuningas »

Neikun wrote:
Kuningas wrote:Oh! Sure thing, will do. I've been working on unversity-related stuff yesterday and today I took the last chance to make some autumny photographs, so I've been around here fairly little.

As an additional tip to the glow effect, I suggest using it with the temple glass wall objects too -- the window is a separate material from the bricks, so you can create a very convincing illusion of light filtering through.
No it isn't D:

EDIT: Ohh I understand why you would think that now.
Slimes only carry one texture node, so all the slimes have room for a single material.
Is it not? I distinctly remember doing this, hmm, may have to check. I am stuck doing my exterior levels until I take to modeling higher pillars anyway, and this is where I mostly used them.
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Re: Custom Monster: Meet the Molt! (PLUS 30+ other slimes!!!

Post by Neikun »

Hey, try adding this to Molt. I think you will like it.

Code: Select all

	particleSystem = "death_dust_loop",
	particleSystemNode = "light", 
With this in a particles.lua that will be imported into the editor.

Code: Select all

defineParticleSystem{
	name = "death_dust_loop",
	emitters = {
		{
			emissionRate = 30,
			emissionTime = 0,
			maxParticles = 400,
			boxMin = {-1.0, 0.0,-1.0},
			boxMax = { 1.0, 0.0, 1.0},
			sprayAngle = {0,50},
			velocity = {0.1,1},
			texture = "assets/textures/particles/fog.tga",
			lifetime = {2,3.5},
			color0 = {0.05, 0.05, 0.05},
			opacity = 1,
			fadeIn = 1,
			fadeOut = 1,
			size = {0.4, 0.8},
			gravity = {0,0,0},
			airResistance = 0.1,
			rotationSpeed = 0.6,
			blendMode = "Translucent",
		}
	}
}
EDIT: changed hip to light
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Re: Custom Monster: Meet the Molt! (PLUS 30+ other slimes!!!

Post by Neikun »

Just an example of using particle effects with light.
SpoilerShow
Image
I've been playing with the death_dust particle, myself.

Coding:
SpoilerShow

Code: Select all

defineParticleSystem{
	name = "blue_smoke_loop",
	emitters = {
		{
			emissionRate = 30,
			emissionTime = 0,
			maxParticles = 400,
			boxMin = {-1.0, 0.0,-1.0},
			boxMax = { 1.0, 0.0, 1.0},
			sprayAngle = {0,50},
			velocity = {0.1,1},
			texture = "assets/textures/particles/fog.tga",
			lifetime = {2,3.5},
			color0 = {0.02, 0.62, 1.09},
			opacity = 0.35,
			fadeIn = 1,
			fadeOut = 1,
			size = {0.6, 0.9},
			gravity = {0,0,0},
			airResistance = 0.1,
			rotationSpeed = 0.6,
			blendMode = "Translucent",
			objectSpace = true,
		}
	}
}

Code: Select all

defineObject{
	name = "water_slime",
	class = "Monster",
	model = "mod_assets/models/monsters/water_slime_trans.fbx",
	meshName = "green_slime_mesh",
	animations = {
		idle = "assets/animations/monsters/slime/green_slime_idle.fbx",
		moveForward = "assets/animations/monsters/slime/green_slime_move_forward.fbx",
		moveBackward = "assets/animations/monsters/slime/green_slime_move_backward.fbx",
		strafeLeft = "assets/animations/monsters/slime/green_slime_strafe_left.fbx",
		strafeRight = "assets/animations/monsters/slime/green_slime_strafe_right.fbx",
		turnLeft = "assets/animations/monsters/slime/green_slime_turn_left.fbx",
		turnRight = "assets/animations/monsters/slime/green_slime_turn_right.fbx",
		attack = "assets/animations/monsters/slime/green_slime_attack.fbx",
		attackBack = "assets/animations/monsters/slime/green_slime_attack_back.fbx",
		attackLeft = "assets/animations/monsters/slime/green_slime_attack_left.fbx",
		attackRight = "assets/animations/monsters/slime/green_slime_attack_right.fbx",
		getHitFrontLeft = "assets/animations/monsters/slime/green_slime_get_hit_front_left.fbx",
		getHitFrontRight = "assets/animations/monsters/slime/green_slime_get_hit_front_right.fbx",
		getHitBack = "assets/animations/monsters/slime/green_slime_get_hit_back.fbx",
		getHitLeft = "assets/animations/monsters/slime/green_slime_get_hit_left.fbx",
		getHitRight = "assets/animations/monsters/slime/green_slime_get_hit_right.fbx",
		fall = "assets/animations/monsters/slime/green_slime_get_hit_front_left.fbx",
	},
	moveSound = "slime_walk",
	attackSound = "slime_attack",
	hitSound = "slime_hit",
	dieSound = "slime_die",
	hitEffect = "hit_flame",
	capsuleHeight = 0.2,
	capsuleRadius = 0.7,
	collisionRadius = 0.8,
	health = 500,
	immunities = { "fire", "assassination", "backstab" },
	sight = 2.5,
	allAroundSight = true,
	attackPower = 40,
	accuracy = 30,
	coolDown = { 1, 5 },
	evasion = -20,
	movementCoolDown = 5,
	noRecoilInterval = { 0.1, 0.5 },
	lightName = "light",
  	 lightColor = vec(0.3, 1.0, 2.4),
 	  lightBrightness = 5,
 	  lightRange = 3,
	particleSystem = "blue_smoke_loop",
	particleSystemNode = "capsule", 
	exp = 230,
	healthIncrement = 50,
	attackPowerIncrement = 5,
	brain = "Slime",
}

Code: Select all

defineMaterial{
	name = "apprentice_orb_trans",
	diffuseMap = "assets/textures/items/apprentice_orb_dif.tga",
	specularMap = "assets/textures/items/apprentice_orb_spec.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Translucent",
	textureAddressMode = "Wrap",
	glossiness = 20,
	depthBias = 0,
}
Model using apprentice_orb_trans: http://www.4shared.com/file/AtiGfQL8/wa ... trans.html

Multiple edits because I forgot how many things are tied to one of these haha
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Re: Custom Monster: Meet the Molt! (PLUS 30+ other slimes!!!

Post by Neikun »

Worth showing:
SpoilerShow
Image
Could tie this to an invisible pressure plate, and when the monster leaves, the floor skeleton is destroy()ed :o
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Isaac
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Re: Custom Monster: Meet the Molt! (PLUS 30+ other slimes!!!

Post by Isaac »

Very cool indeed. 8-)

I wonder... I wonder if (when we can animate; thanks to Dr. John Wordsworth)... could we not add some organic detritus into the slimes?
You know, have a severed hand or head bobbing around inside a big one, as if it were slowly dissolving over time. :twisted:
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Re: Custom Monster: Meet the Molt! (PLUS 30+ other slimes!!!

Post by Neikun »

Isaac wrote:Very cool indeed. 8-)

I wonder... I wonder if (when we can animate; thanks to Dr. John Wordsworth)... could we not add some organic detritus into the slimes?
You know, have a severed hand or head bobbing around inside a big one, as if it were slowly dissolving over time. :twisted:
This made me think of a gelatinous cube.
brb while I make a slime cube.

EDIT: Well that was weird. I got an errorless crash. :o

Probably something to do with some hard coded things within the cube model.

Indeed. If I keep it named as cube, no crash occurs.
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Ciccipicci
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Re: Custom Monster: Meet the Molt! (PLUS 30+ other slimes!!!

Post by Ciccipicci »

Places codes in particles.lua, monster.lua and materials.lua and something is wrong. I get the slime but without effects.
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Re: Custom Monster: Meet the Molt! (PLUS 30+ other slimes!!!

Post by Neikun »

You downloaded the model and added import "mod_assets/scripts/particles.lua" to the init.lua
right?

Even if you haven't, it should still have a light...
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Re: Custom Monster: Meet the Molt! (PLUS 30+ other slimes!!!

Post by Ciccipicci »

All it works now! I've putted the code into the simes.lua ! Great job!
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