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Re: Firearms- Guns

Posted: Tue Jan 08, 2019 3:37 am
by HypnoToad
pinnguaq wrote: Wed Oct 17, 2012 5:29 pm A little challenge if anyone is up to it. I've been reasoning here at my desk as to how one could best create firearms for Grimrock. (I'm at work, so I can't test these theories until later tonight)... I'm creating a dungeon in a more "modern" setting and was trying to reason how firearms would function and, along those lines, would magic exist? (Because we all know that while magic existed in the time of Ogres/Killer Snails, it has largely been eliminated in the modern world).
I know this thread was started years ago but if anyone else is interested.

I got a 3d model for a Colt black powder revolver and a cannon ball, imported them into LOG1 with Grimrock Model Toolkit, scaled the cannon ball down to the size of lead shot. Made the ammo type a unique name so it can only be used by the revolver. I only have six of them in the game, it's a six shooter of course and you reclaim them when the monster dies like other sharp objects. You have the six "pellets" in one hand, the revolver in the other like a bow with arrows. I made it so six shots will bring down an ogre most times.

I uploaded it to Nexus Mods so others can check it out if they wish.

Colt Walker Revolver:
https://www.nexusmods.com/grimrock/mods/440
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Re: Firearms- Guns

Posted: Tue Jan 15, 2019 2:00 am
by HypnoToad
For my latest trick or fools errand I created what I call a Pulse gun which shoots pulses of electrified plasma, it will bring down any monster not resistant to shock. How or why you would find it in LOG even I can't answer it was just something I did while bored the other day. And a good learning experience of how spells and particles work and how to put 3d models into LOG.

Now to start getting to know blender better.