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Re: monsters
Posted: Fri Mar 01, 2013 5:13 pm
by odinsballs
as for the ghoul i'd sugest you take a model from martigans mutant mod or new vegas monster mod (because that ghoul looks like fo3 vanilla and is likely to cause copyright issues), the monster mod versions are completely custom (mesh ,skeleton and anims) and would only need conversion through nifskope and the whole anim bit (since i dont know what goes to loss during conversion of models and anims) just a small heads up
as for the second monster i'd say it makes a decent "death lord" or such, anyway that second one would be brilliant if you could get that one ingame .
Re: monsters
Posted: Fri Mar 01, 2013 6:58 pm
by Leki
odinsballs wrote:as for the ghoul i'd sugest you take a model from martigans mutant mod or new vegas monster mod (because that ghoul looks like fo3 vanilla and is likely to cause copyright issues), the monster mod versions are completely custom (mesh ,skeleton and anims) and would only need conversion through nifskope and the whole anim bit (since i dont know what goes to loss during conversion of models and anims) just a small heads up
as for the second monster i'd say it makes a decent "death lord" or such, anyway that second one would be brilliant if you could get that one ingame .
Yes Ghoul is from vanilla Fallout 3, but I will modify the mesh and do whole new skin and animations etc.
Re: monsters
Posted: Fri Mar 01, 2013 7:18 pm
by odinsballs
why not try the deformed hunchback one from mmm or nvmomod (they are actually more grotesque and monstrous looking)
Re: monsters
Posted: Fri Mar 01, 2013 11:18 pm
by Aeon
Oh, I see more awesomeness coming... Great work, leki.
Re: monsters
Posted: Sat Mar 02, 2013 1:57 am
by Grimfan
Now if only someone were to put deathclaws in LoG (new skins and changed name of course). Opening up a dungeon door and seeing a deathclaw standing there would be truly terrifying!
Re: monsters
Posted: Sat Mar 02, 2013 3:03 am
by odinsballs
or how about this one (its ingame but only as static prop) its a ripper
check the screenshots over at nexus:
http://grimrock.nexusmods.com/images/70
http://grimrock.nexusmods.com/images/71
Re: monsters
Posted: Sat Mar 02, 2013 6:05 am
by akroma222
Sweet
All candidates look very cool indeed... with the potential for new mutant/horror type creatures, we will have to go hunting for some new sound effects... anyways, some more retexture jobs will be in order for sure
Re: monsters
Posted: Sat Mar 02, 2013 6:13 am
by odinsballs
as for the ripper i smoothed the mesh somewhat and edited out a seam in the uv map, to make it more friendly for retxture, so if anyone is up for that let me know (pm, or thread), whilst putting out requests i can at least do some basic prep stuff i wager.
once animated and ingame creatures stast/skills can be modified and retextured to ones hearts content,ingame animtated models being the imperative point with these, i'd say once its "alive" those with texture skills can dive in like vultures (not in a bad way), to improve possible texture flaws, but thats pure uv wrapping/symetry stuff
Re: monsters
Posted: Sat Mar 02, 2013 7:45 am
by Asteroth
Is it possible that someone could load a sword into a skeletons hand and make it function?
I think a lot of people would like sword skeletons(certaintly I have a specific use), but I can't make one.
Re: monsters
Posted: Sat Mar 02, 2013 3:19 pm
by Leki
Skeleton Warrior armed by Sword and Round Shield
A simple modification of skeleton warrior - armed by sword and round shield.
This version works with skeleton warrior animation set. It's ok I guess, but in the future I will try to do custom animation set. For now, enjoy this one.
Download: http://grimrock.nexusmods.com/mods/218
Please report bugs etc in this threat.