[Monster] Bring on the snails! [now with turbo-mode]

Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
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Soaponarope
Posts: 180
Joined: Thu Oct 04, 2012 3:21 am

Re: [Monster] Bring on the snails! [now with turbo-mode]

Post by Soaponarope »

A search for head node brought me here. It must be an issue with changing the snail model as I am getting the same error message with my slug creatures, Akroma. Everything is working fine with them, just really want to get rid of the error message.
Grimfan
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Joined: Wed Jan 02, 2013 7:48 am

Re: [Monster] Bring on the snails! [now with turbo-mode]

Post by Grimfan »

The old snail never had a head node. It has tentacle nodes instead. Go into JohnWordsworth's model toolkit and change the tentacle_short model node into a head node. That should do the trick.
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Soaponarope
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Re: [Monster] Bring on the snails! [now with turbo-mode]

Post by Soaponarope »

Thanks! that did it. It's tentacles_long1 for reference.
Grimfan
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Joined: Wed Jan 02, 2013 7:48 am

Re: [Monster] Bring on the snails! [now with turbo-mode]

Post by Grimfan »

Soaponarope wrote:Thanks! that did it. It's tentacles_long1 for reference.
I couldn't quite remember what it was. Glad you found the correct node. :)
mythos
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Joined: Fri Oct 24, 2014 2:04 am

Re: [Monster] Bring on the snails! [now with turbo-mode]

Post by mythos »

Really excited I found this post. Got snails working. I wish I was smart enough to figure out how to get the Blobs working. It would be really cool if someone put together a Legend of Grimrock Monster Pack for the LoG 2 editor. It seems silly that the developers left these assets out of the new editor. Just trying to get a bit more diversity in my custom dungeon.
minmay
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Joined: Mon Sep 23, 2013 2:24 am

Re: [Monster] Bring on the snails! [now with turbo-mode]

Post by minmay »

mythos wrote:It seems silly that the developers left these assets out of the new editor.
The unused Grimrock 1 monsters total to about 100 MB of models/animations/textures/sounds. It would be silly to inflate the game's size by that much with assets that 99.9% of players won't ever see in the game. Relicensing sounds might also be an issue.
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mythos
Posts: 14
Joined: Fri Oct 24, 2014 2:04 am

Re: [Monster] Bring on the snails! [now with turbo-mode]

Post by mythos »

minmay wrote:
mythos wrote:It seems silly that the developers left these assets out of the new editor.
The unused Grimrock 1 monsters total to about 100 MB of models/animations/textures/sounds. It would be silly to inflate the game's size by that much with assets that 99.9% of players won't ever see in the game. Relicensing sounds might also be an issue.
100 mb is small beans in today's world with fast internet. It's not uncommon for games to be 30-50 gb downloads. The sound licensing makes sense though.

I am getting an error: warning! no such sample: snail_walk

Any ideas what that is about?
Azel
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Joined: Thu Nov 06, 2014 10:40 pm

Re: [Monster] Bring on the snails! [now with turbo-mode]

Post by Azel »

Not all sounds come across (likely for the licensing issue). You have to apply different sounds. In this case, use the sound file for the Slime walk.

There is a monster thread here that helps with all this :mrgreen:
mythos
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Joined: Fri Oct 24, 2014 2:04 am

Re: [Monster] Bring on the snails! [now with turbo-mode]

Post by mythos »

I have model toolkit up and running, but I can't seem to figure out how to add a head node. I have tentacles_long1 selected. Any help would be appreciated.

edit: disregard, I was able to figure it out :)
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