Proj. images & question... anchorPos, targetPos, targetSize?

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Paul
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Joined: Wed Apr 03, 2013 1:44 am
Location: Detroit, MI

Re: Proj. images & question... anchorPos, targetPos, targetS

Post by Paul »

@ Neikun... Yes, each animation file for the spider's movement had to be modified. Also, being inverted left becomes right, right becomes left such as for spider_hit_front_left / right. I posted an image of the model inverted as shown in GMT. http://www.flickr.com/photos/96281857@N03/
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defineObject{
	name = "spider_ceiling",
	class = "Monster",
	model = "mod_assets/models/monsters/spider_ceiling_up1.fbx",
	meshName = "spider_mesh",
	animations = {
		idle = "mod_assets/animations/spider_idle_ceiling.fbx",
		moveForward = "mod_assets/animations/spider_walk_ceiling.fbx",
		turnLeft = "mod_assets/animations/spider_turn_left_ceiling.fbx",
		turnRight = "mod_assets/animations/spider_turn_right_ceiling.fbx",
		attack = "mod_assets/animations/spider_bite_ceiling.fbx",
		getHitFrontLeft = "mod_assets/animations/spider_get_hit_front_left_ceiling.fbx",
		getHitFrontRight = "mod_assets/animations/spider_get_hit_front_right_ceiling.fbx",
		getHitBack = "mod_assets/animations/spider_get_hit_back_ceiling.fbx",
		getHitLeft = "mod_assets/animations/spider_get_hit_left_ceiling.fbx",
		getHitRight = "mod_assets/animations/spider_get_hit_right_ceiling.fbx",
		fall = "mod_assets/animations/spider_get_hit_front_left_ceiling.fbx",		
	},
	moveSound = "spider_walk",
	attackSound = "spider_attack",
	hitSound = "spider_hit",
	dieSound = "spider_die",
	hitEffect = "hit_goo",
	capsuleHeight = 0.2,
	capsuleRadius = 0.8,
	collisionRadius = 0.6,
	health = 160,
	sight = 3,
	attackPower = 23,
	accuracy = 10,
	movementCoolDown = 0.00,
	noRecoilInterval = { .5, .5 },
	exp = 175,
	healthIncrement = 30,
	attackPowerIncrement = 5,
	brain = "Melee",
	onDealDamage = function(self, champion, damage)
		if math.random() <= 0.3 then
			champion:setConditionCumulative("poison", 30)
		end
	end,
}
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JohnWordsworth
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Re: Proj. images & question... anchorPos, targetPos, targetS

Post by JohnWordsworth »

The arachnophobes are gonna love you the first time they sneak up on them! That's a great idea BTW, transforming the spider anims so that they can run around on the ceiling like that.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Ryeath_Greystalk
Posts: 366
Joined: Tue Jan 15, 2013 3:26 am
Location: Oregon

Re: Proj. images & question... anchorPos, targetPos, targetS

Post by Ryeath_Greystalk »

Those pictures look really awesome. Can't wait for this one to come out.
Paul
Posts: 15
Joined: Wed Apr 03, 2013 1:44 am
Location: Detroit, MI

Re: Proj. images & question... anchorPos, targetPos, targetS

Post by Paul »

@ JohnWordsWorth... I actually thought about the arachnophobes while play testing. The scene is reminiscent of the movie Aliens during the shot with the group of alien creatures crawling across the ceiling in tandem. It's definitely a very creepy look, much different to what we're used to, almost intimidating. Not sure if it's the height they're at or what.

@ Ryeath_Greystalk... Thank you. Lots of hours as you can probably imagine along with the rest of the LoG mod makers here know all to well. Your guy's work is what got me going on this project, albeit a bit late compare to some of the early stuff you guys started working on when the editor first came out. Saved me a bunch of grief. That and the tools that have been developed have helped a ton.

bbl, need to try to finish up this drawbridge I've been working on.

-Paul
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Neikun
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Re: Proj. images & question... anchorPos, targetPos, targetS

Post by Neikun »

It's good to reference the new animations in the monster. But you also have to make new animation events if you want it to actually hit anything.

You're going to need to make a new .lua in your scripts folder called animation_events.lua
You can find a similar one in your asset pack. Copy the original spider's animation events, but substitute the animations for your modified ones.
Don't forget to add the animation_events.lua to your init.lua
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Ryeath_Greystalk
Posts: 366
Joined: Tue Jan 15, 2013 3:26 am
Location: Oregon

Re: Proj. images & question... anchorPos, targetPos, targetS

Post by Ryeath_Greystalk »

Paul,

I don't know if you ever got the answer you needed for your first question. I don't know the answer either but I recall reading a post that may or may not help. It's dealing with FX's though.

viewtopic.php?f=14&t=3165

and the custom alcove thread may have answers,

viewtopic.php?f=14&t=3411

Last night I was playing with effects and I know positioning the FX was related to the world. If I recall the first number moved the effect between east and west, the middle number moved it up and down and the third moved it from north and south.
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