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Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

Posted: Tue Nov 27, 2012 2:37 pm
by Neikun
Thanks John. In a last minute decision, I darkened the texture (from what you see in the screenshots) for good effect.

--News
First project for my new normal mapping adventures: Fixing the pillars of the Clean Dungeon wallset.
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Compare to previous versions:
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What is currently in the pack:
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Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

Posted: Wed Nov 28, 2012 2:20 am
by Neikun
I just realized that I never included a clean version of the receptor in the pack o:


Working on for this evening, a wooden door texture without any iron bars (made from base game material)

Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

Posted: Wed Nov 28, 2012 5:03 am
by Neikun
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Files will be add to the resources post.

Complete with specmMap and normalMap.
It's called log_wood01; log being the accronym for Legend of Grimrock. :)

Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

Posted: Wed Nov 28, 2012 1:49 pm
by Neikun
Hmmm
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HMMM!?
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Won't be able to finish this this morning so,
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(This one is cancelled. It looks worse and worse the more I play with it.)

Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

Posted: Thu Nov 29, 2012 2:32 am
by Neikun
So, my Urgardian is lacking a proper custom hitEffect, so that's my project for this evening.
The ground work should be easy enough thanks to the Isgardian, but we'll see.


Oh and Skugg, if you're reading this, I'm thinking of using your water texture and altering your particle system from flooded dungeons to make the Water Uggardian (name pending)
Are you okay with that?

Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

Posted: Thu Nov 29, 2012 3:14 am
by Komag
I like the trapdoor opening upward, nice :)

Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

Posted: Thu Nov 29, 2012 3:24 am
by Neikun
Komag wrote:I like the trapdoor opening upward, nice :)
The only problem is, you can walk through the door.
You could rig it so that when the pit opens, two invisible gratings (for sparseness) close soundlessly on the sides facing the doors.
The reason I flipped it upside down in the first place was so that I wouldn't have to re-UV Map it.
My laziness brought on a new idea.

Urgardian Nexus file has been updated with the hitEffect.

Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

Posted: Thu Nov 29, 2012 4:37 am
by Neikun
First draft of Laguardian
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Wasn't able to use Skugg's texture. I don't know how lol.
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Too blue, I know. But gives me an idea for a good gem texture.


Alright guys. Just before bed, hows this for the Laguardian's water?
Introducing pre-candidate 1!
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Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

Posted: Thu Nov 29, 2012 2:54 pm
by flatline
The transparent textures do work, but GMT won't let you see transparent textures. I did a transparent slime too, looks fine.

Here's a retextured Uggardian with tranparent water textures and ice shard attack.
http://www.filedropper.com/wetelemental

Code: Select all

defineObject{
	name = "waterelemental",
	class = "Monster",
	model = "mod_assets/models/wetelemental.fbx",
	meshName = "uggardian_mesh",
	animations = {
		idle = "assets/animations/monsters/uggardian/uggardian_idle.fbx",
		moveForward = "assets/animations/monsters/uggardian/uggardian_walk.fbx",
		strafeLeft = "assets/animations/monsters/uggardian/uggardian_strafe_left.fbx",
		strafeRight = "assets/animations/monsters/uggardian/uggardian_strafe_right.fbx",
		turnLeft = "assets/animations/monsters/uggardian/uggardian_turn_left.fbx",
		turnRight = "assets/animations/monsters/uggardian/uggardian_turn_right.fbx",
		attack = "assets/animations/monsters/uggardian/uggardian_attack.fbx",
		getHitFrontLeft = "assets/animations/monsters/uggardian/uggardian_get_hit_front_left.fbx",
		getHitFrontRight = "assets/animations/monsters/uggardian/uggardian_get_hit_front_right.fbx",
		getHitBack = "assets/animations/monsters/uggardian/uggardian_get_hit_back.fbx",
		getHitLeft = "assets/animations/monsters/uggardian/uggardian_get_hit_left.fbx",
		getHitRight = "assets/animations/monsters/uggardian/uggardian_get_hit_right.fbx",
		fall = "assets/animations/monsters/uggardian/uggardian_get_hit.fbx",
	},
	moveSound = "uggardian_walk",
	attackSound = "uggardian_attack",
	hitSound = "uggardian_hit",
	dieSound = "uggardian_die",
	hitEffect = "hit_flame",
	capsuleHeight = 0.6,
	capsuleRadius = 0.3,
	collisionRadius = 0.8,
	health = 235,
	sight = 5,
	attackPower = 30,
	coolDown = { 1.5, 4 },
	protection = 5,
	immunities = { "cold" },
	evasion = 10,
	rangedAttack = "frostbolt",
	movementCoolDown = 1,
	flying = true,
	noRecoilInterval = { 0.35, 0.5 },
	exp = 500,
	lightName = "light1",
	lightColor = vec(0.25, 0.25, 0.5),
	lightBrightness = 15,
	lightRange = 3.5,
	attackPowerIncrement = 5,
	healthIncrement = 100,
	protectionIncrement = 3,
	brain = "Uggardian",
}

defineMaterial{
	name = "cthru",
	diffuseMap = "mod_assets/textures/sx_water_dif.tga",
	specularMap = "mod_assets/textures/sx_water_spec.tga",
	normalMap = "mod_assets/textures/sx_water_normal.tga",
	doubleSided = true,
	lighting = true,
	alphaTest = true,
	blendMode = "Translucent",
	textureAddressMode = "Wrap",
	glossiness = 30,
	depthBias = 0,
}
It looks like this:
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EDIT
Here's a full water version:
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And here's the slime, particle effect added while I'm at it:
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Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

Posted: Thu Nov 29, 2012 5:27 pm
by Skuggasveinn
Neikun wrote:Oh and Skugg, if you're reading this, I'm thinking of using your water texture and altering your particle system from flooded dungeons to make the Water Uggardian (name pending)
Are you okay with that?
as with everything that I do, people should always feel free to use it, change or alter it in anyway they see fit, they don't have to credit me unless they want to ;)
I'm a firm believer that innovations are accelerated through open sharing of ideas and information.

Skuggasveinn.