Neikun's Workshop (WIPs by Neikun) Frequent Updates*
Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*
Well I actually ended up working on a deathball attack... using a modified torch_flame texture created by akroma222 (I'll need his permission to share this!)
Hmmm.. please ignore everything else you see in the screenshots... they're not at all related to the dungeon I'm working on...
SpoilerShow
Last edited by Grimwold on Tue Dec 04, 2012 3:06 am, edited 1 time in total.
Puzzle Frameworks - http://www.grimrock.net/forum/viewtopic.php?f=14&t=4564
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*
Well now.. That's pretty awesome!
Did we ever figure out how to have a creature do both ranged and melee attacks?
Did we ever figure out how to have a creature do both ranged and melee attacks?
"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
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*
Hmmm. not sure. I can give a melee monster a ranged attack, and I'm pretty sure we can do the reverse.. but trying to add both might confuse it.Neikun wrote:Well now.. That's pretty awesome!
Did we ever figure out how to have a creature do both ranged and melee attacks?
Puzzle Frameworks - http://www.grimrock.net/forum/viewtopic.php?f=14&t=4564
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*
Booo. I had to re-uvmap the dungeon_pit_trapdoor so that the wood texture would look right on it. (A very long and arduous process)
While successful at remapping it, it lost its ability to be animated using trapdoor animations. ;n;
While successful at remapping it, it lost its ability to be animated using trapdoor animations. ;n;
"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
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*
Love the magic barrier doors, the transparent effect looks pretty rad. Could even use different colored ones to designate different areas of the "wizards lair" and some portals to match!
My slow going projects...
viewtopic.php?f=14&t=4538&p=59753#p59753
viewtopic.php?f=14&t=4538&p=59753#p59753
Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*
For anyone who wants the deathball monster attack you will need the following...Grimwold wrote:Well I actually ended up working on a deathball attack... using a modified torch_flame texture created by arkoma222 (I'll need his permission to share this!)
Hmmm.. please ignore everything else you see in the screenshots... they're not at all related to the dungeon I'm working on...SpoilerShow
modified Torch flame texture (save in mod_assets/textures) - courtesy of Akroma222
https://www.dropbox.com/s/0naj1th2iha1m ... _dark1.dds
monsters.lua
Code: Select all
defineObject{
name = "eogardian",
class = "Monster",
model = "assets/models/monsters/uggardian.fbx",
meshName = "uggardian_mesh",
animations = {
idle = "assets/animations/monsters/uggardian/uggardian_idle.fbx",
moveForward = "assets/animations/monsters/uggardian/uggardian_walk.fbx",
strafeLeft = "assets/animations/monsters/uggardian/uggardian_strafe_left.fbx",
strafeRight = "assets/animations/monsters/uggardian/uggardian_strafe_right.fbx",
turnLeft = "assets/animations/monsters/uggardian/uggardian_turn_left.fbx",
turnRight = "assets/animations/monsters/uggardian/uggardian_turn_right.fbx",
attack = "assets/animations/monsters/uggardian/uggardian_attack.fbx",
getHitFrontLeft = "assets/animations/monsters/uggardian/uggardian_get_hit_front_left.fbx",
getHitFrontRight = "assets/animations/monsters/uggardian/uggardian_get_hit_front_right.fbx",
getHitBack = "assets/animations/monsters/uggardian/uggardian_get_hit_back.fbx",
getHitLeft = "assets/animations/monsters/uggardian/uggardian_get_hit_left.fbx",
getHitRight = "assets/animations/monsters/uggardian/uggardian_get_hit_right.fbx",
fall = "assets/animations/monsters/uggardian/uggardian_get_hit.fbx",
},
moveSound = "uggardian_walk",
attackSound = "uggardian_attack",
hitSound = "uggardian_hit",
dieSound = "uggardian_die",
hitEffect = "hit_flame",
capsuleHeight = 0.6,
capsuleRadius = 0.3,
collisionRadius = 0.8,
health = 235,
sight = 5,
attackPower = 30,
coolDown = { 1.5, 4 },
protection = 5,
immunities = { "fire" },
evasion = 10,
rangedAttack = "fireball",
movementCoolDown = 1,
flying = true,
noRecoilInterval = { 0.35, 0.5 },
exp = 500,
lightName = "light1",
lightColor = vec(1, 0.5, 0.25),
lightBrightness = 15,
lightRange = 3.5,
attackPowerIncrement = 5,
healthIncrement = 100,
protectionIncrement = 3,
brain = "Uggardian",
onRangedAttack = function(self)
local dx, dy = getForward(self.facing)
spawn("deathball", self.level, self.x + dx, self.y + dy, self.facing)
return false
end
}
Code: Select all
-- deathball --
defineObject{
name = "deathball",
class = "ProjectileSpell",
particleSystem = "deathball",
hitParticleEffect = "deathball_hit",
lightColor = vec(0.5, 0.5, 0.25),
lightBrightness = 10,
lightRange = 7,
lightHitBrightness = 20,
lightHitRange = 10,
castShadow = true,
launchSound = "frostbolt_launch",
projectileSound = "frostbolt",
hitSound = "lightning_bolt_hit_small",
screenEffect = "damage_screen",
projectileSpeed = 7.5,
attackPower = 30,
damageType = "physical",
--cameraShake = true,
tags = { "spell" },
}
defineParticleSystem{
name = "deathball",
emitters = {
-- smoke
{
emissionRate = 30,
emissionTime = 0,
maxParticles = 100,
boxMin = {0.0, 0.0, 0.0},
boxMax = {0.0, 0.0, 0.0},
sprayAngle = {0,360},
velocity = {0.1,0.1},
texture = "assets/textures/particles/smoke_01.tga",
lifetime = {1,1},
color0 = {0.25, 0.25, 0.25},
opacity = 1,
fadeIn = 0.1,
fadeOut = 0.9,
size = {0.4, 0.6},
gravity = {0,0,0},
airResistance = 0.1,
rotationSpeed = 1,
blendMode = "Translucent",
},
-- flames
{
emissionRate = 50,
emissionTime = 0,
maxParticles = 50,
boxMin = {-0.0, -0.0, 0.0},
boxMax = { 0.0, 0.0, -0.0},
sprayAngle = {0,360},
velocity = {0.3, 0.3},
texture = "mod_assets/textures/torch_flame_dark1.tga",
frameRate = 35,
frameSize = 64,
frameCount = 16,
lifetime = {0.8, 0.8},
colorAnimation = true,
color0 = {0.1, 0.2, 0.5},
color1 = {0.5, 0.5, 1.0},
-- color2 = {1.0, 0.5, 0.25},
-- color3 = {1.0, 0.3, 0.1},
opacity = 1,
fadeIn = 0.15,
fadeOut = 0.3,
size = {0.125, 0.25},
gravity = {0,0,0},
airResistance = 1,
rotationSpeed = 1,
blendMode = "Additive",
objectSpace = true,
},
-- flame trail
{
emissionRate = 80,
emissionTime = 0,
maxParticles = 100,
boxMin = {0.0, 0.0, 0.0},
boxMax = {0.0, 0.0, 0.0},
sprayAngle = {0,360},
velocity = {0.1, 0.3},
texture = "mod_assets/textures/torch_flame_dark1.tga",
frameRate = 35,
frameSize = 64,
frameCount = 16,
lifetime = {0.2, 0.3},
colorAnimation = true,
color0 = {2, 2, 2},
color1 = {1.0, 1.0, 1.0},
color2 = {1.0, 0.5, 0.25},
color3 = {1.0, 0.3, 0.1},
opacity = 1,
fadeIn = 0.15,
fadeOut = 0.3,
size = {0.1, 0.3},
gravity = {0,0,0},
airResistance = 1.0,
rotationSpeed = 1,
blendMode = "Additive",
},
-- glow
{
spawnBurst = true,
emissionRate = 1,
emissionTime = 0,
maxParticles = 1,
boxMin = {0,0,-0.1},
boxMax = {0,0,-0.1},
sprayAngle = {0,30},
velocity = {0,0},
texture = "assets/textures/particles/glow.tga",
lifetime = {1000000, 1000000},
colorAnimation = false,
color0 = {0.3, 0.13, 0.5},
opacity = 1,
fadeIn = 0.1,
fadeOut = 0.1,
size = {1.5, 1.5},
gravity = {0,0,0},
airResistance = 1,
rotationSpeed = 2,
blendMode = "Additive",
objectSpace = true,
}
}
}
defineParticleSystem{
name = "deathball_hit",
emitters = {
-- smoke
{
emissionRate = 15,
emissionTime = 0.3,
maxParticles = 100,
boxMin = {0.0, 0.0, 0.0},
boxMax = {0.0, 0.0, 0.0},
sprayAngle = {0,100},
velocity = {0.1, 0.5},
texture = "assets/textures/particles/smoke_01.tga",
lifetime = {0.5,1.5},
color0 = {0.25, 0.20, 0.17},
opacity = 1,
fadeIn = 0.3,
fadeOut = 0.9,
size = {2, 3},
gravity = {0,0,0},
airResistance = 0.1,
rotationSpeed = 0.5,
blendMode = "Translucent",
},
-- flames
{
spawnBurst = true,
maxParticles = 40,
sprayAngle = {0,360},
velocity = {0,1.5},
objectSpace = true,
texture = "mod_assets/textures/torch_flame_dark1.tga",
frameRate = 35,
frameSize = 64,
frameCount = 16,
lifetime = {0.4,0.6},
color0 = {0.3, 0.2, 0.3},
opacity = 1,
fadeIn = 0.1,
fadeOut = 0.3,
size = {0.5, 1.5},
gravity = {0,0,0},
airResistance = 0.5,
rotationSpeed = 2,
blendMode = "Additive",
},
-- glow
{
spawnBurst = true,
emissionRate = 1,
emissionTime = 0,
maxParticles = 1,
boxMin = {0,0,-0.1},
boxMax = {0,0,-0.1},
sprayAngle = {0,30},
velocity = {0,0},
texture = "assets/textures/particles/glow.tga",
lifetime = {0.5, 0.5},
colorAnimation = false,
color0 = {0.3, 0.2, 0.3},
opacity = 1,
fadeIn = 0.01,
fadeOut = 0.5,
size = {4, 4},
gravity = {0,0,0},
airResistance = 1,
rotationSpeed = 2,
blendMode = "Additive",
}
}
}
Puzzle Frameworks - http://www.grimrock.net/forum/viewtopic.php?f=14&t=4564
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*
Thanks, Grimwold!
--Update:
Still playing with those magic doors and I ended up with something a bit more like glass.
I heard talk that you could do transparent textures with opaque blend modes. I don't seem able to create this effect. -Time to have a look at the herder material.
--Update:
Still playing with those magic doors and I ended up with something a bit more like glass.
SpoilerShow
"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
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
- ExpDevourer
- Posts: 60
- Joined: Mon Nov 19, 2012 9:31 am
- Location: Performing mad experiments in my laboratory, usually during thunder storms.
Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*
You just saved me a lot of time Mr. Neikun . I was about to start working on some of those, and I decided to browse the forum first, and there it was, you already made them...lol. Excellent.
I'm here to kick goblins and chew herbs, and I'm all out of herbs.
Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*
Magic/glass doors?
The only problem I'm having is that the Opaque blendMode doesn't seem to allow for partial transparency.
And having it Translucent causes it to ignore lighting.
My copy of GIMP has not liked being open for 6 days straight. It is malfunctioning everywhere lol
The only problem I'm having is that the Opaque blendMode doesn't seem to allow for partial transparency.
And having it Translucent causes it to ignore lighting.
My copy of GIMP has not liked being open for 6 days straight. It is malfunctioning everywhere lol
"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
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*
Thanks to FrEEsiD, we have something else to think about =D
SpoilerShow
"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
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!