(24) re-textured/re-coloured MONSTERS + new item drops

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akroma222
Posts: 1029
Joined: Thu Oct 04, 2012 10:08 am

(24) re-textured/re-coloured MONSTERS + new item drops

Post by akroma222 »

Hello All,
Recently I have been using the Grimrock Model Toolkit and GIMP - I have created a bunch (24) of newly re-textured/colored monsters for everyone....
Included in this link will be photos of these monsters, the material and monster scripts and a link to GE.TT where you can download the texture and model files.
I would like to thank John Wordsworth (for the toolkit!), Grimwold (for putting me onto the tutorial on how to do this), Asteroth and Trudel for help with how to isolate parts of textures for re-colouring as well as Fhizban and Merethif for their help with the icon atlas situation ;)
Everyone is welcome to these (no need to ask permission lol).. and if you have any feedback or requests I would be happy to do what I can :D
Monsters have been generally given tougher stats, some have immunities, quicker cooldown times, more exp etc... so review them and change to your suiting.
I have started work on some of the loot dropped by these monsters also - so it all makes sense (red lizards do not drop blue steak, for example).
If you download the a monster, and do NOT want new loot drop for it, you will have to change it's drop back to normal yourself in monsters.lua (as I will have modified the monster to drop the new loot).
Please remember if you want the items and loot, you will need to download 'akroma_icon_atlas' and put this in your mod_assets > textures file. The icon atlas will be updated whenever new items are released so when downloading new item textures/models etc please remember to download 'akroma_icon_atlas' AGAIN.

NEXUS DOWNLOAD- Akroma Monsters 1.0
http://grimrock.nexusmods.com/mods/237



--------------------------------LINKS------------------------------------------
Link to a gallery of all monster images:
http://ge.tt/5b8f6uQ

Link to all monster models and textures:
http://ge.tt/3fdS7uQ

Link to a gallery of all item + monster loot pics:
http://ge.tt/5Slr52R

Link to all item models and textures (including akroma icon atlas):
http://ge.tt/6mwN62R

-------------------------------------SCRIPTS-----------------------------------

All monster material.lua scripts are here (and new materials will be added here):
SpoilerShow

Code: Select all

------------------------LIZARDS-------------------------------

defineMaterial{
	name = "fire_lizard",
	diffuseMap = "mod_assets/textures/fire_lizard_dif.tga",
	specularMap = "assets/textures/monsters/ice_lizard_spec.tga",
	normalMap = "assets/textures/monsters/ice_lizard_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 65,
	depthBias = 0,
}

defineMaterial{
	name = "green_lizard",
	diffuseMap = "mod_assets/textures/green_lizard_dif.tga",
	specularMap = "assets/textures/monsters/ice_lizard_spec.tga",
	normalMap = "assets/textures/monsters/ice_lizard_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 65,
	depthBias = 0,
}

defineMaterial{
	name = "dark_lizard",
	diffuseMap = "mod_assets/textures/dark_lizard_dif.tga",
	specularMap = "assets/textures/monsters/ice_lizard_spec.tga",
	normalMap = "assets/textures/monsters/ice_lizard_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 65,
	depthBias = 0,
}

---------------------SCAVENGERS----------------------------------
defineMaterial{
	name = "scavenger_red_tooth",
	diffuseMap = "mod_assets/textures/scavenger_red_tooth_dif.tga",
	specularMap = "assets/textures/monsters/scavenger_spec.tga",
	normalMap = "assets/textures/monsters/scavenger_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 25,
	depthBias = 0,
}

defineMaterial{
	name = "scavenger_black",
	diffuseMap = "mod_assets/textures/scavenger_black_dif.tga",
	specularMap = "assets/textures/monsters/scavenger_spec.tga",
	normalMap = "assets/textures/monsters/scavenger_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 25,
	depthBias = 0,
}

-----------------------WYVERNS------------------------------

defineMaterial{
	name = "venom_wyvern",
	diffuseMap = "mod_assets/textures/venom_wyvern_dif.tga",
	specularMap = "assets/textures/monsters/wyvern_spec.tga",
	normalMap = "assets/textures/monsters/wyvern_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 65,
	depthBias = 0,
}


defineMaterial{
	name = "dark_wyvern",
	diffuseMap = "mod_assets/textures/dark_wyvern_dif.tga",
	specularMap = "assets/textures/monsters/wyvern_spec.tga",
	normalMap = "assets/textures/monsters/wyvern_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 65,
	depthBias = 0,
}

defineMaterial{
	name = "flame_wyvern",
	diffuseMap = "mod_assets/textures/flame_wyvern_dif.tga",
	specularMap = "assets/textures/monsters/wyvern_spec.tga",
	normalMap = "assets/textures/monsters/wyvern_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 65,
	depthBias = 0,
}


---------------------SKELETONS------------------------------

defineMaterial{
        name = "skeleton_dark",
        diffuseMap = "mod_assets/textures/skeleton_dark_dif.tga",
        specularMap = "assets/textures/monsters/skeleton_warrior_spec.tga",
        normalMap = "assets/textures/monsters/skeleton_warrior_normal.tga",
        doubleSided = false,
        lighting = true,
        alphaTest = false,
        blendMode = "Opaque",
        textureAddressMode = "Wrap",
        glossiness = 75,
        depthBias = 0,
}

defineMaterial{
        name = "skeleton_dark_weapons",
        diffuseMap = "mod_assets/textures/skeleton_dark_weapons_dif.tga",
        specularMap = "mod_assets/textures/sineater_warrior_weapons_spec.tga",
        normalMap = "assets/textures/monsters/skeleton_warrior_weapons_normal.tga",
        doubleSided = false,
        lighting = true,
        alphaTest = false,
        blendMode = "Opaque",
        textureAddressMode = "Wrap",
        glossiness = 50,
        depthBias = 0,
}

---------------------OGRES------------------------------------

defineMaterial{
        name = "ogre_red_horn",
        diffuseMap = "mod_assets/textures/ogre_red_horn_dif.tga",
        specularMap = "assets/textures/monsters/ogre_spec.tga",
	normalMap = "assets/textures/monsters/ogre_normal.tga",
	doubleSided = false,
	lighting = true,
        alphaTest = false,
        blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 20,
        depthBias = 0,
}

defineMaterial{
	name = "ogre_red_horn_hammer",
	diffuseMap = "mod_assets/textures/ogre_red_horn_hammer_dif.tga",
	specularMap = "assets/textures/monsters/ogre_hammer_spec.tga",
	normalMap = "assets/textures/monsters/ogre_hammer_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 20,
	depthBias = 0,
}




-------------------CRABS------------------------------------

defineMaterial{
	name = "exotic_crab",
	diffuseMap = "mod_assets/textures/exotic_crab_dif.tga",
	specularMap = "assets/textures/monsters/cave_crab_spec.tga",
	normalMap = "assets/textures/monsters/cave_crab_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 65,
	depthBias = 0,
}

defineMaterial{
	name = "exotic_crab_1",
	diffuseMap = "mod_assets/textures/exotic_crab_1_dif.tga",
	specularMap = "assets/textures/monsters/cave_crab_spec.tga",
	normalMap = "assets/textures/monsters/cave_crab_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 65,
	depthBias = 0,
}

defineMaterial{
	name = "exotic_crab_2",
	diffuseMap = "mod_assets/textures/exotic_crab_2_dif.tga",
	specularMap = "assets/textures/monsters/cave_crab_spec.tga",
	normalMap = "assets/textures/monsters/cave_crab_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 65,
	depthBias = 0,
}

defineMaterial{
	name = "exotic_crab_3",
	diffuseMap = "mod_assets/textures/exotic_crab_3_dif.tga",
	specularMap = "assets/textures/monsters/cave_crab_spec.tga",
	normalMap = "assets/textures/monsters/cave_crab_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 65,
	depthBias = 0,
}
----------------------------------SNAILS-------------------------------------- 
---------------!! 2x materials per snail !! snail + snail shell!!------------ 

defineMaterial{
	name = "snail_red_purple",
	diffuseMap = "mod_assets/textures/snail_red_purple_dif.tga",
	specularMap = "assets/textures/monsters/snail_spec.tga",
	normalMap = "assets/textures/monsters/snail_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 100,
	depthBias = 0,
}

defineMaterial{
	name = "snail_shell_red_purple",
	diffuseMap = "mod_assets/textures/snail_red_purple_dif.tga",
	specularMap = "assets/textures/monsters/snail_spec.tga",
	normalMap = "assets/textures/monsters/snail_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 40,
	depthBias = 0,
}

defineMaterial{
	name = "snail_green_brown",
	diffuseMap = "mod_assets/textures/snail_green_brown_dif.tga",
	specularMap = "assets/textures/monsters/snail_spec.tga",
	normalMap = "assets/textures/monsters/snail_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
        textureAddressMode = "Wrap",
	glossiness = 100,
	depthBias = 0,
}

defineMaterial{
	name = "snail_shell_green_brown",
	diffuseMap = "mod_assets/textures/snail_green_brown_dif.tga",
	specularMap = "assets/textures/monsters/snail_spec.tga",
	normalMap = "assets/textures/monsters/snail_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 40,
	depthBias = 0,
}

defineMaterial{
	name = "snail_rainbow",
	diffuseMap = "mod_assets/textures/snail_rainbow_dif.tga",
	specularMap = "assets/textures/monsters/snail_spec.tga",
	normalMap = "assets/textures/monsters/snail_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 100,
	depthBias = 0,
}

defineMaterial{
	name = "snail_shell_rainbow",
	diffuseMap = "mod_assets/textures/snail_rainbow_dif.tga",
	specularMap = "assets/textures/monsters/snail_spec.tga",
	normalMap = "assets/textures/monsters/snail_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 40,
	depthBias = 0,
}

defineMaterial{
	name = "snail_blue_green",
	diffuseMap = "mod_assets/textures/snail_blue_green_dif.tga",
	specularMap = "assets/textures/monsters/snail_spec.tga",
	normalMap = "assets/textures/monsters/snail_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 100,
        depthBias = 0,
}

defineMaterial{
	name = "snail_shell_blue_green",
	diffuseMap = "mod_assets/textures/snail_blue_green_dif.tga",
	specularMap = "assets/textures/monsters/snail_spec.tga",
	normalMap = "assets/textures/monsters/snail_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 40,
	depthBias = 0,
}

---------------------------SPIDERS----------------------------

defineMaterial{
	name = "spider_red",
	diffuseMap = "mod_assets/textures/spider_red_dif.tga",
	specularMap = "assets/textures/monsters/spider_spec.tga",
	normalMap = "assets/textures/monsters/spider_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 45,
	depthBias = 0,
}
defineMaterial{
	name = "spider_green",
	diffuseMap = "mod_assets/textures/spider_green_dif.tga",
	specularMap = "assets/textures/monsters/spider_spec.tga",
	normalMap = "assets/textures/monsters/spider_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 45,
	depthBias = 0,
}

defineMaterial{
	name = "spider_dark_orange",
	diffuseMap = "mod_assets/textures/spider_dark_orange_dif.tga",
	specularMap = "assets/textures/monsters/spider_spec.tga",
	normalMap = "assets/textures/monsters/spider_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 65,
	depthBias = 0,
}

defineMaterial{
	name = "spider_northern",
	diffuseMap = "mod_assets/textures/spider_northern_dif.tga",
	specularMap = "assets/textures/monsters/spider_spec.tga",
	normalMap = "assets/textures/monsters/spider_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 45,
	depthBias = 0,
}

defineMaterial{
	name = "spider_tropical",
	diffuseMap = "mod_assets/textures/spider_tropical_dif.tga",
	specularMap = "assets/textures/monsters/spider_spec.tga",
	normalMap = "assets/textures/monsters/spider_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 75,
	depthBias = 0,
}

------------------------SHRAKK TORR-------------------------------------

defineMaterial{
	name = "shrakk_torr_bee",
	diffuseMap = "mod_assets/textures/shrakk_torr_bee_dif.tga",
	specularMap = "assets/textures/monsters/shrakk_torr_spec.tga",
	normalMap = "assets/textures/monsters/shrakk_torr_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 45,
	depthBias = 0,
}
All monster.lua scripts are here (and more will be added here):
SpoilerShow

Code: Select all

-----------------------------LIZARDS----------------------

cloneObject{
	name = "fire_lizard",
	baseObject = "ice_lizard",
	model = "mod_assets/models/fire_lizard.fbx",
	health = 900,
        lootDrop = { 40, "fire_lizard_steak" },
	immunities = { "fire" },
}

cloneObject{
	name = "green_lizard",
	baseObject = "ice_lizard",
	model = "mod_assets/models/green_lizard.fbx",
         lootDrop = { 40, "green_lizard_steak" },
	health = 600,
}

cloneObject{
	name = "dark_lizard",
	baseObject = "ice_lizard",
         lootDrop = { 40, "dark_lizard_steak" },
	model = "mod_assets/models/dark_lizard.fbx",
	health = 1100,
}

--------------------------SCAVENGERS--------------------------

cloneObject{
	name = "scavenger_red_tooth",
	baseObject = "scavenger",
	model = "mod_assets/models/scavenger_red_tooth.fbx",
	moveSound = "scavenger_walk",
	attackSound = "scavenger_attack",
	hitSound = "scavenger_hit",
	dieSound = "scavenger_die",
	hitEffect = "hit_goo",
	health = 140,
	sight = 5,
	attackPower = 20,
	movementCoolDown = 1,
	coolDown = { 0, 1 },
	evasion = 15,
	noRecoilInterval = { 0.1, 0.5 },
	exp = 145,
	healthIncrement = 20,
	attackPowerIncrement = 4,
	brain = "Melee",
}

cloneObject{
	name = "scavenger_black",
	baseObject = "scavenger",
	model = "mod_assets/models/scavenger_black.fbx",
	moveSound = "scavenger_walk",
	attackSound = "scavenger_attack",
	hitSound = "scavenger_hit",
	dieSound = "scavenger_die",
	hitEffect = "hit_goo",
	health = 230,
	sight = 5,
	attackPower = 24,
	movementCoolDown = 1,
	coolDown = { 0, 2 },
	evasion = 20,
	noRecoilInterval = { 0.1, 0.5 },
	exp = 245,
	healthIncrement = 20,
	attackPowerIncrement = 4,
	brain = "Melee",
	onDealDamage = function(self, champion, damage)
		if math.random() <= 0.6 then
			champion:setConditionCumulative("poison", 50)
		end
	end,
}

-----------------------------WYVERNS------------------------


cloneObject{
	name = "venom_wyvern",
	baseObject = "wyvern",
	model = "mod_assets/models/venom_wyvern.fbx",
	attackSound = "crowern_attack",
	sight = 6,
	protection = 8,
	evasion = 10,
	rangedAttack = "poison_bolt",
	exp = 350,
	healthIncrement = 30,
	attackPowerIncrement = 10,
	health = 400,
	coolDown = { 1, 2 },
	immunities = { "poison" },
}

cloneObject{
	name = "dark_wyvern",
	baseObject = "wyvern",
	model = "mod_assets/models/dark_wyvern.fbx",
	health = 350,
	immunities = { "shock" },
}

cloneObject{
	name = "flame_wyvern",
	baseObject = "wyvern",
	model = "mod_assets/models/flame_wyvern.fbx",
	attackSound = "skeleton_attack",
	sight = 6,
	protection = 10,
	evasion = 20,
	rangedAttack = "fireball_greater",
	exp = 400,
	healthIncrement = 30,
	attackPowerIncrement = 10,
	health = 500,
	coolDown = { 1, 1 },
	immunities = { "fire" },
}


------------------------SKELETONS-----------------------

cloneObject{
        name = "skeleton_dark",
        baseObject = "skeleton_warrior",
        model = "mod_assets/models/skeleton_dark.fbx",
        health = 400,
	sight = 6,
	attackPower = 28,
	accuracy = 10,
	protection = 20,
	immunities = { "poison","cold" },
	movementCoolDown = 1,
	noRecoilInterval = { 0.25, 0.5 },
	exp = 400,
        lootDrop = { 20, "legionary_spear_dark", 20, "legionary_shield_dark" },
	healthIncrement = 30,
	attackPowerIncrement = 10,
	protectionIncrement = 5,
}

-------------------------OGRES----------------------------------------

cloneObject{
	name = "ogre_red_horn",
   	baseObject = "ogre",
	model = "mod_assets/models/ogre_red_horn.fbx",
	health = 1000,
	sight = 5,
	attackPower = 95,
	accuracy = 10,
	protection = 20,
	evasion = -20,
        lootDrop = { 100, "ogre_red_horn_hammer" },
}

----------------------------------CRABS-------------------------------

cloneObject{
	name = "exotic_crab_light blue",
	baseObject = "crab",
	model = "mod_assets/models/exotic_crab.fbx",
	meshName = "crab_mesh",
	health = 510,
	sight = 3.5,
	attackPower = 50,
	accuracy = 20,
	coolDown = { 1, 4 },
	protection = 15,
	movementCoolDown = 1,
	noRecoilInterval = { 0.2, 0.7 },
	exp = 650,
	healthIncrement = 40,
	attackPowerIncrement = 10,
	brain = "Crab",
}

cloneObject{
	name = "exotic_crab_green",
	baseObject = "crab",
	model = "mod_assets/models/exotic_crab_1.fbx",
	meshName = "crab_mesh",
	health = 610,
	sight = 3.5,
	attackPower = 55,
	accuracy = 20,
	coolDown = { 1, 2 },
	protection = 20,
	movementCoolDown = 1,
	noRecoilInterval = { 0.2, 0.7 },
	exp = 750,
	healthIncrement = 40,
	attackPowerIncrement = 10,
	brain = "Crab",
}

cloneObject{
	name = "exotic_crab_blue",
	baseObject = "crab",
	model = "mod_assets/models/exotic_crab_2.fbx",
	meshName = "crab_mesh",
	health = 610,
	sight = 3.5,
	attackPower = 55,
	accuracy = 20,
	coolDown = { 1, 2 },
	protection = 20,
	movementCoolDown = 1,
	noRecoilInterval = { 0.2, 0.7 },
	exp = 750,
	healthIncrement = 40,
	attackPowerIncrement = 10,
	brain = "Crab",
}

cloneObject{
	name = "exotic_crab_purple",
	baseObject = "crab",
	model = "mod_assets/models/exotic_crab_3.fbx",
	meshName = "crab_mesh",
	health = 610,
	sight = 3.5,
	attackPower = 55,
	accuracy = 20,
	coolDown = { 1, 2 },
	protection = 20,
	movementCoolDown = 1,
	noRecoilInterval = { 0.2, 0.7 },
	exp = 750,
	healthIncrement = 40,
	attackPowerIncrement = 10,
	brain = "Crab",
}

-------------------------SNAILS--------------------------------------

cloneObject{
	name = "snail_purple/red",
	baseObject = "snail",
	model = "mod_assets/models/snail_red_purple.fbx",
	meshName = "snail_mesh",
	health = 190,
	sight = 3.5,
	attackPower = 12,
	movementCoolDown = 3,
	coolDown = { 0.5, 4 },
	evasion = 0,
	noRecoilInterval = { 0.1, 0.5 },
	exp = 100,
	lootDrop = { 75, "snail_slice", 10, "snail_slice" },
	healthIncrement = 30,
	attackPowerIncrement = 5,
	brain = "Melee",
}

cloneObject{
	name = "snail_green/brown",
	baseObject = "snail",
	model = "mod_assets/models/snail_green_brown.fbx",
	meshName = "snail_mesh",
	health = 240,
	sight = 3.5,
	attackPower = 16,
	movementCoolDown = 3,
	coolDown = { 0.5, 2 },
	evasion = 0,
	noRecoilInterval = { 0.1, 0.5 },
	exp = 120,
	lootDrop = { 75, "snail_slice", 10, "snail_slice" },
	healthIncrement = 30,
	attackPowerIncrement = 5,
	brain = "Melee",
	onDealDamage = function(self, champion, damage)
		if math.random() <= 0.4 then
			champion:setConditionCumulative("poison", 30)
		end
	end,
}

cloneObject{
	name = "snail_rainbow",
	baseObject = "snail",
	model = "mod_assets/models/snail_rainbow.fbx",
	meshName = "snail_mesh",
	health = 200,
	sight = 3.5,
	attackPower = 25,
	movementCoolDown = 3,
	coolDown = { 0.5, 1 },
	evasion = 0,
	noRecoilInterval = { 0.1, 0.5 },
	exp = 180,
	lootDrop = { 75, "snail_slice", 10, "snail_slice" },
	healthIncrement = 30,
	attackPowerIncrement = 5,
	brain = "Melee",
	onDealDamage = function(self, champion, damage)
		if math.random() <= 0.2 then
			champion:setConditionCumulative("diseased", 30)
		end
	end,
}

cloneObject{
	name = "snail_blue_green",
	baseObject = "snail",
	model = "mod_assets/models/snail_blue_green.fbx",
	meshName = "snail_mesh",
	health = 300,
	sight = 3.5,
	attackPower = 25,
	movementCoolDown = 3,
	coolDown = { 0.5, 2 },
	evasion = 0,
	noRecoilInterval = { 0.1, 0.5 },
	exp = 230,
	lootDrop = { 75, "snail_slice", 10, "snail_slice" },
	healthIncrement = 30,
	attackPowerIncrement = 5,
	brain = "Melee",
	onDealDamage = function(self, champion, damage)
		if math.random() <= 0.4 then
			champion:setConditionCumulative("paralyzed", 30)
		end
	end,
}

-------------------------SPIDERS------------------------

cloneObject{
	name = "spider_red",
	baseObject = "spider",
	model = "mod_assets/models/spider_red.fbx",
	meshName = "spider_mesh",
	health = 260,
	sight = 4,
	attackPower = 28,
	accuracy = 15,
	movementCoolDown = 1,
	noRecoilInterval = { 0.1, 0.4 },
	exp = 275,
	healthIncrement = 30,
	attackPowerIncrement = 5,
	brain = "Melee",
	immunities = { "poison" },
	onDealDamage = function(self, champion, damage)
		if math.random() <= 0.5 then
			champion:setConditionCumulative("poison", 50)
		end
	end,
}

cloneObject{
	name = "spider_green",
	baseObject = "spider",
	model = "mod_assets/models/spider_green.fbx",
	meshName = "spider_mesh",
	health = 80,
	sight = 4,
	attackPower = 10,
	accuracy = 5,
	movementCoolDown = 1,
	noRecoilInterval = { 0.1, 0.4 },
	exp = 60,
	healthIncrement = 8,
	attackPowerIncrement = 3,
	brain = "Melee",
	immunities = { "poison" },
	onDealDamage = function(self, champion, damage)
		if math.random() <= 0.8 then
			champion:setConditionCumulative("poison", 65)
		end
	end,
}

cloneObject{
	name = "spider_dark_orange",
	baseObject = "spider",
	model = "mod_assets/models/spider_dark_orange.fbx",
	meshName = "spider_mesh",
	health = 260,
	sight = 4,
	attackPower = 28,
	accuracy = 15,
	movementCoolDown = 1,
	noRecoilInterval = { 0.1, 0.4 },
	exp = 275,
	healthIncrement = 30,
	attackPowerIncrement = 5,
	brain = "Melee",
	onDealDamage = function(self, champion, damage)
		if math.random() <= 0.5 then
			champion:setConditionCumulative("poison", 50)
		end
	end,
}

cloneObject{
	name = "spider_northern",
	baseObject = "spider",
	model = "mod_assets/models/spider_northern.fbx",
	meshName = "spider_mesh",
	health = 260,
	sight = 4,
	attackPower = 28,
	accuracy = 15,
	movementCoolDown = 1,
	noRecoilInterval = { 0.1, 0.4 },
	exp = 275,
	healthIncrement = 30,
	attackPowerIncrement = 5,
	brain = "Melee",
	immunities = { "cold" },
	onDealDamage = function(self, champion, damage)
		if math.random() <= 0.5 then
			champion:setConditionCumulative("paralyzed", 40)
		end
	end,
}

cloneObject{
	name = "spider_tropical",
	baseObject = "spider",
	model = "mod_assets/models/spider_tropical.fbx",
	meshName = "spider_mesh",
	health = 260,
	sight = 4,
	attackPower = 28,
	accuracy = 15,
	movementCoolDown = 1,
	noRecoilInterval = { 0.1, 0.4 },
	exp = 275,
	healthIncrement = 30,
	attackPowerIncrement = 5,
	brain = "Melee",
	immunities = { "poison" },
	onDealDamage = function(self, champion, damage)
		if math.random() <= 0.6 then
			champion:setConditionCumulative("diseased", 50)
			champion:setConditionCumulative("paralyzed", 50)
		end
	end,
}

------------------------------SHRAKK TORR-------------------------------------

cloneObject{
	name = "shrakk_torr_bee",
	baseObject = "shrakk_torr",
	model = "mod_assets/models/shrakk_torr_bee.fbx",
	health = 240,
	sight = 5,
	attackPower = 28,
	accuracy = 20,
	coolDown = { 0.5, 1 },
	evasion = 30,
	exp = 265,
	lightName = "light1",
	lightColor = vec(1.5, 1.0, 0.5),
	lightBrightness = 7,
	lightRange = 1.5,
	healthIncrement = 30,
	attackPowerIncrement = 5,
	brain = "Melee",
	onDealDamage = function(self, champion, damage)
		if math.random() <= 0.45 then
			champion:setConditionCumulative("poison", 50)
		end
	end,
}
All item and loot material.lua scripts are here:
SpoilerShow

Code: Select all

defineMaterial{
name = "fire_lizard_steak",
diffuseMap = "mod_assets/textures/fire_lizard_steak_dif.tga",
specularMap = "assets/textures/items/ice_lizard_steak_spec.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 30,
depthBias = 0,
}

defineMaterial{
name = "green_lizard_steak",
diffuseMap = "mod_assets/textures/green_lizard_steak_dif.tga",
specularMap = "assets/textures/items/ice_lizard_steak_spec.tga",
doubleSided = false,
lighting = true,
alphaTest = false,	
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 30,
depthBias = 0,
}

defineMaterial{
name = "dark_lizard_steak",
diffuseMap = "mod_assets/textures/dark_lizard_steak_dif.tga",
specularMap = "assets/textures/items/ice_lizard_steak_spec.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 30,
depthBias = 0,
}

defineMaterial{
name = "skeleton_dark_weapons",
diffuseMap = "mod_assets/textures/skeleton_dark_weapons_dif.tga",
specularMap = "mod_assets/textures/sineater_warrior_weapons_spec.tga",
normalMap = "assets/textures/monsters/skeleton_warrior_weapons_normal.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 50,
depthBias = 0,
}

defineMaterial{
	name = "ogre_red_horn_hammer",
	diffuseMap = "mod_assets/textures/ogre_red_horn_hammer_dif.tga",
	specularMap = "assets/textures/monsters/ogre_hammer_spec.tga",
	normalMap = "assets/textures/monsters/ogre_hammer_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 20,
	depthBias = 0,
}

defineMaterial{
	name = "slug_chunk",
	diffuseMap = "mod_assets/textures/slug_chunk_dif.tga",
	specularMap = "assets/textures/items/rat_shank_spec.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 20,
	depthBias = 0,
}

All items (and loot).lua scripts are here:
SpoilerShow
cloneObject{
name = "fire_lizard_steak",
baseObject = "ice_lizard_steak",
uiName = "Fire Lizard Steak",
model = "mod_assets/models/fire_lizard_steak.fbx",
gfxAtlas = "mod_assets/textures/akroma_icon_atlas.tga",
gfxIndex = 0,
consumable = true,
nutritionValue = 750,
weight = 2.2,
}

cloneObject{
name = "green_lizard_steak",
baseObject = "ice_lizard_steak",
uiName = "Green Lizard Steak",
model = "mod_assets/models/green_lizard_steak.fbx",
gfxAtlas = "mod_assets/textures/akroma_icon_atlas.tga",
gfxIndex = 1,
consumable = true,
nutritionValue = 750,
weight = 2.2,
}

cloneObject{
name = "dark_lizard_steak",
baseObject = "ice_lizard_steak",
uiName = "Dark Lizard Steak",
model = "mod_assets/models/dark_lizard_steak.fbx",
gfxAtlas = "mod_assets/textures/akroma_icon_atlas.tga",
gfxIndex = 2,
consumable = true,
nutritionValue = 750,
weight = 2.2,
}

cloneObject{
name = "legionary_spear_dark",
baseObject ="legionary_spear",
uiName = "Dark Legion Spear",
model = "mod_assets/models/skeleton_dark_spear.fbx",
gfxAtlas = "mod_assets/textures/akroma_icon_atlas.tga",
gfxIndex = 4,
attackPower = 20,
accuracy = 5,
coolDownTime = 4,
attackMethod = "meleeAttack",
attackSwipe = "thrust",
attackSound = "swipe",
impactSound = "impact_blade",
weight = 3.0,
reachWeapon = true,
}

cloneObject{
name = "legionary_shield_dark",
baseObject = "legionary_shield",
uiName = "Dark Legion Shield",
model = "mod_assets/models/skeleton_dark_shield.fbx",
gfxAtlas = "mod_assets/textures/akroma_icon_atlas.tga",
gfxIndex = 3,
evasion = 10,
weight = 7.5,
shield = true,
}
cloneObject{
name = "ogre_red_horn_hammer",
baseObject = "ogre_hammer",
uiName = "Bloody Maul",
model = "mod_assets/models/ogre_red_horn_hammer.fbx",
gfxAtlas = "mod_assets/textures/akroma_icon_atlas_publicV1.0.tga",
gfxIndex = 5,
}

defineObject{
name = "slug_chunk",
class = "Item",
uiName = "Slug Chunk",
model = "mod_assets/models/slug_chunk.fbx",
gfxAtlas = "mod_assets/textures/akroma_icon_atlas_publicV1.0.tga",
gfxIndex = 6,
consumable = true,
onUseItem = function(self, champion)
playSound("consume_food")
if math.random() < 0.4 then
champion:setCondition("poison", 20)
end
champion:modifyFood(450)
return true
end,
weight = 3.0,
}

MONSTER ROSTER (+item drops)- ^^scripts will follow this order

LIZARDS
Fire lizard - (fire lizard steak)
Green lizard - (green lizard steak)
Dark lizard - (dark lizard steak)

SCAVENGERS-
red tooth scavenger
black scavenger

WYVERNS
Venom wyvern
Dark wyvern
Flame wyvern

SKELETONS-
Dark sleleton - (dark legion shield and spear)

OGRES-
Red Horn Ogre (ogre red horn hammer)

CRABS-
Exotic crab-light blue
Exotic crab-green
Exotic crab-blue
Exotic crab--purple

SNAILS-
Purple/red snail
Green/brown snail
Rainbow snail
Blue/green snail

SPIDERS-
Red spider
Green spider
Dark/red spider
Northern spider
Tropical spider

Shrakk Torr
Shrakk Torr Bee

General Items
slug chunk
-----------------------------------------------------------------------------
Please let me know if I have forgotten something.... :D

------------------------------UPDATES-----------------------------------
-green spider, 4 snails added
-2 scavengers added
-missing scavenger models added
-fire/green/dark lizard steaks added
-dark legion shield and spear added
-changed dark_legion_'.......' to legionary_'......'_dark
-red horn ogre added
-red horn ogre hammer added - akroma icon atlas publicV1.0 added
-shrakk torr bee added
-shrakk torr bee model-material reference corrected
-slug chunk added (to go with Wallasaurus' slug monster)
Last edited by akroma222 on Sat Mar 16, 2013 6:46 am, edited 31 times in total.
User avatar
Neikun
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Re: (15) re-textured/re-coloured MONSTERS!! - more to come

Post by Neikun »

Links are broken, but I'm excited to see these!
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akroma222
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Re: (15) re-textured/re-coloured MONSTERS!! - more to come

Post by akroma222 »

Neikun! I have a new link for the files (GE.TT instead of dropbox) - are you able to access them now??
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Neikun
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Re: (15) re-textured/re-coloured MONSTERS!! - more to come

Post by Neikun »

Yes, thank you.
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
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  • Message me to join in!
Batty
Posts: 509
Joined: Sun Apr 15, 2012 7:04 pm

Re: (15) re-textured/re-coloured MONSTERS - more to come

Post by Batty »

Thank you, really like the red spider, dark red spider & flame wyvern.

More work for you: green spider (venom++ :lol: ), snails - some with different shell & same body, some with different body & shell. :)
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akroma222
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Re: (15) re-textured/re-coloured MONSTERS - more to come

Post by akroma222 »

No probs Batty, any particular kind of green? (light/dark/olive etc?) and yes snails, hadn't even thought about the poor lil fellas :o

I also have 3 (big) herders semi ready to go.... but I am having some trouble when exporting due to the dangly vine bits (transparency/alpha channel) required... when I drop them into the editor, the rest of the herder is fine but those bits look like they have a cut-out line around them and have very little texture... does anyone know how to export these textures properly??
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Billick
Posts: 201
Joined: Thu Apr 19, 2012 9:28 pm

Re: (15) re-textured/re-coloured MONSTERS - more to come

Post by Billick »

Great work! I'm going to incorporate a couple of these into my mod (which is nearing completion). Reskinned models are great for distinguishing boss monsters. If you're feeling really motivated, I could use some new ogre models too :D
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Batty
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Re: (15) re-textured/re-coloured MONSTERS - more to come

Post by Batty »

Lighter green I think, hoping to make some little baby spiders that are weak, fast, easy to kill, but loaded with venom.
Batty
Posts: 509
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Re: (15) re-textured/re-coloured MONSTERS - more to come

Post by Batty »

akroma222 wrote:but I am having some trouble when exporting due to the dangly vine bits (transparency/alpha channel) required... when I drop them into the editor, the rest of the herder is fine but those bits look like they have a cut-out line around them and have very little texture... does anyone know how to export these textures properly??
If this is in GIMP, I have the same problem with alpha channel. I think you need some sort of alpha mask on it but I've tried a bunch of things and can't get it. I gave up & export it as a .png then open in Paint.net and save as .dds and the alpha works fine.

I need a click-by-click tutorial on how to do it.
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Fhizban
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Re: (15) re-textured/re-coloured MONSTERS - more to come

Post by Fhizban »

cool stuff akroma! (makes me think about a "random monster generator mod" hehe...)
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