monsters
- odinsballs
- Posts: 288
- Joined: Thu Dec 20, 2012 4:25 pm
- Location: south of heaven
Re: monsters
leki what utilities do you use to link models and anims ingame? if i know what whas used i might learn to do some of this myself.
- odinsballs
- Posts: 288
- Joined: Thu Dec 20, 2012 4:25 pm
- Location: south of heaven
Re: monsters
i added these two settings to slugomorg script and it now is very rapid and agile (and very smoothly slithering about) i seriously recommend rhese settings:
turnAnimSpeed = 1.3,
attackAnimSpeed = 1.2,
turnAnimSpeed = 1.3,
attackAnimSpeed = 1.2,
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- Posts: 99
- Joined: Thu Oct 11, 2012 5:12 pm
Re: monsters
hey guys great work! you've all been busy!
I will take a look at this bug with the bones, and the scale problems neikun reported.
the bones anim bug is fixed.
The cause was exporting an animation with no bones selected. You need to select the bones to export. There is now a safety check in there and a warning message if you do not select bones to export.
The scale thing is a bit more gnarly, I need to dig deeper.
I will take a look at this bug with the bones, and the scale problems neikun reported.
the bones anim bug is fixed.
The cause was exporting an animation with no bones selected. You need to select the bones to export. There is now a safety check in there and a warning message if you do not select bones to export.
The scale thing is a bit more gnarly, I need to dig deeper.
Re: monsters
It's in monster script notes. I use wallasaurus maxscript and GMT.odinsballs wrote:leki what utilities do you use to link models and anims ingame? if i know what whas used i might learn to do some of this myself.
You have to import/create model in 3DS, improve mesh if needs, do bones and link them to create "skeleton", do skin, then export model (create textures and materials and scripts as well) - then do animations (whole set) and export model. You have to use latest wesion of CW script and update it with area definition as I posted few days ago (maybe CW already updated that).
I'm the Gate I'm the Key.
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- Vice Dellos
- Posts: 47
- Joined: Thu Feb 28, 2013 12:56 pm
Re: monsters
are there human forms of the skeleton(s) and goromorg(less tentacly)?
becaue if there I think i could put them to good use
becaue if there I think i could put them to good use
Re: monsters
You mean something like bandit and priest/wizard?Vice Dellos wrote:are there human forms of the skeleton(s) and goromorg(less tentacly)?
becaue if there I think i could put them to good use
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- Vice Dellos
- Posts: 47
- Joined: Thu Feb 28, 2013 12:56 pm
Re: monsters
no never! a soldier or legionair but never a bandit ok geez gow could you make that mistake.... yeah something like that yeah
- odinsballs
- Posts: 288
- Joined: Thu Dec 20, 2012 4:25 pm
- Location: south of heaven
Re: monsters
Leki wrote:It's in monster script notes. I use wallasaurus maxscript and GMT.odinsballs wrote:leki what utilities do you use to link models and anims ingame? if i know what whas used i might learn to do some of this myself.
You have to import/create model in 3DS, improve mesh if needs, do bones and link them to create "skeleton", do skin, then export model (create textures and materials and scripts as well) - then do animations (whole set) and export model. You have to use latest wesion of CW script and update it with area definition as I posted few days ago (maybe CW already updated that).
thanks leki i'll look into those
Re: monsters
Thank You!!! If I had this when I made my first dungeon... Aw well. You have done me a great service. *tip hat*Leki wrote: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.
SpoilerShow
Edit: Just tried it out. It runs smooth as silk as far as I can see. Does damage gets hit etc.
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viewtopic.php?f=14&t=4250
viewtopic.php?f=14&t=4250
Re: monsters
WIP - Barbarian 2H Battle Axe
Here is new monster.
It's a Skyrim based mesh - Barbarian with 2H Battle axe. He is also coming with set of items - armor, helmet, gauntlets and boots. He is armed with LoG battle axe.
Well. It's very difficult to animate human - I am still looking if I can use biped for that in some way (nodes linked to the biped maybe). I spend 2 days only with walk - longest 3 meters I have walked - and the result is that it looks terrible - but better than fridays version - I am learning...), especially that I did it extremly hard, because he is armed with 2H weapon - so I have no idea if I can do it - Hope, I can animate more than mutants or legless creatures
Here is new monster.
It's a Skyrim based mesh - Barbarian with 2H Battle axe. He is also coming with set of items - armor, helmet, gauntlets and boots. He is armed with LoG battle axe.
Well. It's very difficult to animate human - I am still looking if I can use biped for that in some way (nodes linked to the biped maybe). I spend 2 days only with walk - longest 3 meters I have walked - and the result is that it looks terrible - but better than fridays version - I am learning...), especially that I did it extremly hard, because he is armed with 2H weapon - so I have no idea if I can do it - Hope, I can animate more than mutants or legless creatures
SpoilerShow
I'm the Gate I'm the Key.
Dawn of Lore
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