Page 2 of 3

Re: The Monster Thread

Posted: Fri Dec 05, 2014 6:51 pm
by QuintinStone
Soaponarope wrote:Yes I have gotten many working as well, including the lizards, just was curious about that animation.

It was that the ones I can't get working such as the goromorg the problem lies with missing sound files.
Many (if not all) of their sounds were licensed from 3rd parties for the game, but the license didn't cover redistribution in the assets pack. So any sounds from LoG1 that were not included in the grimrock2.dat file are simply not available to us modders.

Replacement is the only option, either from a free source, from a similar sounding sample in the dat file, or with something you create on your own.

Re: The Monster Thread

Posted: Fri Dec 05, 2014 6:53 pm
by maneus
@Soaponarope:
You could made the dungeon sound as silent sound and then record the monsters sound by testing the monster in the editor.
(By this way you have no other sounds around you but only the monster or animation sounds you will.)
Then you must cut the sound you will in a extern program and define the new sound.

I did this with the tentacle sound and the closed dungeon_secret_door sound.
It´s a lot of work but by this way you can get the sounds you will.

Simpler would be getting the sound files from the AH team of course. :D

Re: The Monster Thread

Posted: Fri Dec 05, 2014 7:15 pm
by THOM
You will get no soundfiles from AH. Reasons see above...

Question: Which sound from the tentacles was missing??

Re: The Monster Thread

Posted: Sat Dec 06, 2014 12:14 am
by maneus
I have needed the "tentacles_rise" sound for another sound I did.

Re: The Monster Thread

Posted: Sat Dec 06, 2014 12:58 am
by THOM
AFAIK all tentacles sounds are included. I didn't miss any when I resurected the tentacles (which can be seen here)

Re: The Monster Thread

Posted: Sat Jan 31, 2015 11:13 pm
by THOM
I am trying to re-use some momstermodels created for Log1.

The monsters are running fine, but I get a warning:

Code: Select all

can't find head node for monster XY
If I place 2 of this monsters in my mod, I get the warning two times etc.
Has anyone an advise for me, waht I could do, to avoid that?

Re: The Monster Thread

Posted: Sun Feb 01, 2015 2:30 am
by Grimfan
I'm assuming the monster in question is a snail-type creature? If that is the case load the model up with the GMT and look at the nodes. The model you are using probably doesn't have a head node but tentacle nodes instead. Simply rename the tentacles_long_1 node to head node and you shouldn't see the error any more (though I have yet to export or publish my mod so I don't know if this fix has any hidden pitfalls).

Re: The Monster Thread

Posted: Sun Feb 01, 2015 3:02 am
by minmay
Monsters in Grimrock 2 have a node named "head" that is animated when they are stunned. Just add a node named "head" to your rig (or rename an existing one).

Re: The Monster Thread

Posted: Sun Feb 01, 2015 11:40 am
by THOM
Thanx Grimfan and minmay. That helped and turned off the warning.

Ha! My first modification of a model. Probably it won't be the last.

And yes, Grimfan, it was a snail-like monster... 8-)

Re: The Monster Thread

Posted: Sun Feb 01, 2015 3:31 pm
by TheStoryteller01
Wouldn't it be rather easy to reskin the new skeletons as humans? I checked them out in the editor and except for the face there aren't any bony parts.