MONSTERS by LEKI (CLOSED)
Re: [SOURCE] MONSTERS by Leki (Human Warrior 80%)
say 92% pls !
Re: [SOURCE] MONSTERS by Leki (Human Warrior 80%)
Well, OK - only hits and souds to do. Then some polishing and it will be ready for publishing. So I can say 93%...
I'm the Gate I'm the Key.
Dawn of Lore
Dawn of Lore
Re: [SOURCE] MONSTERS by Leki (Human Warrior 80%)
Well, I have no idea, how to solve custom monster sound problem...
Monsters like skeleton_warrior_sword has definition like this one:
as you can see, there is a part of sound definition:
in grimrock_assets\sounds.lua you can find "skeleton walk":
in grimrock_assets\animation_events.lua you can find "skeleton walk":
As you can see, it's easy:
You have sound deffinition, and you have animation event definition. In monster definition you have to write "sound_name" of your custom sound. When monster is walking, there is animation_event and this events calls sound in defined frame.
Here is custom monster script:
But, if he is walking, you can hear only first step - does not matter if in monster script is defineAnimationEvent defined. Attack works without problem. Party gets hit on defined frame, so event"attack" is ok, I guess. But event "footstep" does nothing.
As you can see there is not "turn" animation_event definiton, but ingame you can hear sound. Its in the beggining of animation - the same as walking and you can hear it once as well.
For human bowman I used skeleton archer walking animation, as you know. Current version is without walking animation events, only attack. It sounds in the same way so I wrote there walking events and it's ok now, so I will update bownam files soon, but it does not solving human warrior problem. Bowman is ok, because I just copied skeleton archer animation and renamed it. Warrior has whole new walking animation. So maybe there is smth wron in export and frames are corupted or smth like that... I can loop walk sount 3x to mimic his sounds, but its piece of shit and the same happens for attack - I don't like to fake whole sounds. Any ideas?
Monsters like skeleton_warrior_sword has definition like this one:
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defineObject{
name = "skeleton_warrior",
class = "Monster",
model = "assets/models/monsters/skeleton_warrior.fbx",
meshName = "skeleton_warrior_mesh",
animations = {
idle = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_idle.fbx",
moveForward = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_walk.fbx",
turnLeft = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_turn_left.fbx",
turnRight = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_turn_right.fbx",
attack = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_attack.fbx",
attackBack = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_attack_back.fbx",
getHitFrontLeft = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_get_hit_front_left.fbx",
getHitFrontRight = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_get_hit_front_right.fbx",
getHitBack = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_get_hit_back.fbx",
getHitLeft = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_get_hit_left.fbx",
getHitRight = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_get_hit_right.fbx",
fall = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_get_hit_front_left.fbx",
},
moveSound = "skeleton_walk",
footstepSound = "skeleton_footstep",
attackSound = "skeleton_attack",
hitSound = "skeleton_hit",
dieSound = "skeleton_die",
hitEffect = "hit_dust",
capsuleHeight = 0.7,
capsuleRadius = 0.25,
collisionRadius = 0.6,
health = 120,
sight = 4,
attackPower = 9,
accuracy = 10,
protection = 5,
immunities = { "poison" },
movementCoolDown = 2,
noRecoilInterval = { 0.25, 0.5 },
exp = 90,
lootDrop = { 100, "legionary_spear", 100, "legionary_shield" },
healthIncrement = 15,
attackPowerIncrement = 5,
protectionIncrement = 1,
brain = "Melee",
}
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Code: Select all
..
moveSound = "skeleton_walk",
footstepSound = "skeleton_footstep",
attackSound = "skeleton_attack",
hitSound = "skeleton_hit",
dieSound = "skeleton_die",
..
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local function monsters()
..
defineSound{
name = "skeleton_walk",
filename = "assets/samples/monsters/skeleton_walk_01.wav",
loop = false,
volume = 1,
minDistance = 1,
maxDistance = 10,
}
..
end
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..
defineAnimationEvent{
animation = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_walk.fbx",
event = "footstep",
frame = 9,
}
defineAnimationEvent{
animation = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_walk.fbx",
event = "footstep",
frame = 20,
}
defineAnimationEvent{
animation = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_walk.fbx",
event = "footstep",
frame = 31,
}
defineAnimationEvent{
animation = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_walk.fbx",
event = "footstep",
frame = 42,
}
defineAnimationEvent{
animation = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_walk.fbx",
event = "footstep",
frame = 55,
}
..
You have sound deffinition, and you have animation event definition. In monster definition you have to write "sound_name" of your custom sound. When monster is walking, there is animation_event and this events calls sound in defined frame.
Here is custom monster script:
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Code: Select all
--
-- BARBARIAN AXE AND SHIELD
--
-- Legend of Grimrock Custom Monster
-------------------------------------------------------
-- monster definition
-------------------------------------------------------
defineObject{
name = "leki_barbarian_axe_shield",
class = "Monster",
model = "mod_assets/plugins/barbarian_axe/models/barbarian_new_axe_shield.fbx",
meshName = "barbarian_mesh",
animations = {
idle = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_idle.fbx",
moveForward = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_walk.fbx",
turnLeft = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_turn_left.fbx",
turnRight = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_turn_right.fbx",
attack = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_attack.fbx",
getHitFrontLeft = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_idle.fbx",
getHitFrontRight = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_idle.fbx",
getHitBack = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_idle.fbx",
getHitLeft = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_idle.fbx",
getHitRight = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_idle.fbx",
fall = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_idle.fbx",
},
moveSound = "barbarian_walk",
attackSound = "damage_human_male",
hitSound = "damage_human_male",
dieSound = "damage_minotaur_male",
hitEffect = "hit_blood",
capsuleHeight = 0.4,
capsuleRadius = 0.3,
collisionRadius = 0.6,
turnAnimSpeed = 1.0,
attackAnimSpeed = 1.0,
health = 80,
sight = 4,
attackPower = 30,
accuracy = 10,
protection = 10,
immunities = { "poison" },
movementCoolDown = 0.5,
coolDown = { 0.5, 1 },
evasion = 1,
noRecoilInterval = { 0.25, 1 },
exp = 680,
lootDrop = { 75, "snail_slice", 10, "snail_slice" },
healthIncrement = 30,
attackPowerIncrement = 9,
brain = "Melee",
protectionIncrement = 1,
}
defineObject{
name = "leki_barbarian_axe_shield__patrol_2",
class = "MonsterGroup",
monsterType = "leki_barbarian_axe_shield",
count = 2,
}
-------------------------------------------------------
-- sounds
-------------------------------------------------------
defineSound{
name = "barbarian_walk",
filename = "mod_assets/plugins/barbarian_axe/sounds/barbarian_step.wav",
loop = false,
volume = 2,
minDistance = 1,
maxDistance = 10,
}
-------------------------------------------------------
-- animation events
-------------------------------------------------------
defineAnimationEvent{
animation = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_attack.fbx",
event = "attack",
frame = 20,
}
defineAnimationEvent{
animation = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_walk.fbx",
event = "footstep",
frame = 3,
}
defineAnimationEvent{
animation = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_walk.fbx",
event = "footstep",
frame = 18,
}
defineAnimationEvent{
animation = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_walk.fbx",
event = "footstep",
frame = 34,
}
defineAnimationEvent{
animation = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_walk.fbx",
event = "footstep",
frame = 52,
}
defineAnimationEvent{
animation = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_walk.fbx",
event = "footstep",
frame = 60,
}
-------------------------------------------------------
-- materials
-------------------------------------------------------
defineMaterial{
name = "barbarian",
diffuseMap = "mod_assets/plugins/barbarian_axe/textures/barbarian_d.tga",
specularMap = "mod_assets/plugins/barbarian_axe/textures/barbarian_s.tga",
normalMap = "mod_assets/plugins/barbarian_axe/textures/barbarian_n.tga",
doubleSided = false,
lighting = true,
alphaTest = true,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
But, if he is walking, you can hear only first step - does not matter if in monster script is defineAnimationEvent defined. Attack works without problem. Party gets hit on defined frame, so event"attack" is ok, I guess. But event "footstep" does nothing.
As you can see there is not "turn" animation_event definiton, but ingame you can hear sound. Its in the beggining of animation - the same as walking and you can hear it once as well.
For human bowman I used skeleton archer walking animation, as you know. Current version is without walking animation events, only attack. It sounds in the same way so I wrote there walking events and it's ok now, so I will update bownam files soon, but it does not solving human warrior problem. Bowman is ok, because I just copied skeleton archer animation and renamed it. Warrior has whole new walking animation. So maybe there is smth wron in export and frames are corupted or smth like that... I can loop walk sount 3x to mimic his sounds, but its piece of shit and the same happens for attack - I don't like to fake whole sounds. Any ideas?
I'm the Gate I'm the Key.
Dawn of Lore
Dawn of Lore
Re: [SOURCE] MONSTERS by Leki (Human Warrior 80%)
Maybe you can set in your sound.lua loop = "true". ? No idea if it fix your problem, but I would try it.
Re: [SOURCE] MONSTERS by Leki (Human Warrior 80%)
80 % ? Thats a nightmare !
- Eleven Warrior
- Posts: 745
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: [SOURCE] MONSTERS by Leki (Human Warrior 80%)
Leki I don't know what or if this right, but when I use your Human Warriors (archers) I don't hear them walking but I don't care because imam so busy trying to kill them I don't even notice their walking Sounds ahy.. And I guess nobody else would either ahy.. Anyhows I love your work sound or no sound its awesome, buts that just me.. When you are trying to kill something, the last thing imam thinking about, hey can I hear its foot steps LOL
Re: [SOURCE] MONSTERS by Leki (Human Warrior 80%)
Hey,
Eleven Warrior is true, that sound problem doesn't really a problem, or?
I use actually your archer and I hear a sound like skeleton archer's sound. Seems now, that is the first step you mentionned?
I just come back from the editor and I hear now that the bowman did only a "first step", while the skeleton did have a additional walk sound.
If you didnt had post that here, I would not notice anything. And honestly, this doesn't bother me, my attention is on their shoots, not on their moves
Well, it doesn't bother me as a player, but as a conceptor, I understand it may hmmm, make angry? Sorry I dont find the word !
Anyway, this is a small detail
Eleven Warrior is true, that sound problem doesn't really a problem, or?
I use actually your archer and I hear a sound like skeleton archer's sound. Seems now, that is the first step you mentionned?
I just come back from the editor and I hear now that the bowman did only a "first step", while the skeleton did have a additional walk sound.
If you didnt had post that here, I would not notice anything. And honestly, this doesn't bother me, my attention is on their shoots, not on their moves
Well, it doesn't bother me as a player, but as a conceptor, I understand it may hmmm, make angry? Sorry I dont find the word !
Anyway, this is a small detail
Re: [SOURCE] MONSTERS by Leki (Human Warrior 80%)
I still cannot solve human warrior sound problem. The same sh*t happend to the dragon, so I made fake attack sound (dragon bite) controled by script and timer. It's terrible to synchronize it with animation - because different speeds of computers - so it's only around 90% match... But this method doesn't helps for standard monster like human warrior is. So I will release him with this known bug :-/
Just to keep continuity of this thread , here is the Dragon. You can see him in the action in ORRR2.
After some polishing, I will release him as monster plugin as well, with simple tutorial how to use it - so you can play with dragon in the editor as well!
Just to keep continuity of this thread , here is the Dragon. You can see him in the action in ORRR2.
After some polishing, I will release him as monster plugin as well, with simple tutorial how to use it - so you can play with dragon in the editor as well!
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I'm the Gate I'm the Key.
Dawn of Lore
Dawn of Lore
Re: [SOURCE] MONSTERS by Leki (Human Warrior 80%)
Very Impressive. I cant wait too see all the other monsters you will create as well in the future.
LordGarth
LordGarth
Dungeon Master and DOOM will live forever.
- undeaddemon
- Posts: 157
- Joined: Fri Mar 02, 2012 3:38 pm
Re: [SOURCE] MONSTERS by Leki (Human Warrior 80%)
IS AH taking note of this?? Frickin AMAZING!! -