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

Posted: Mon Dec 03, 2012 3:07 am
by Grimwold
Well I actually ended up working on a deathball attack... using a modified torch_flame texture created by akroma222 (I'll need his permission to share this!)
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Hmmm.. please ignore everything else you see in the screenshots... they're not at all related to the dungeon I'm working on... :oops:

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

Posted: Mon Dec 03, 2012 3:18 am
by Neikun
Well now.. That's pretty awesome!

Did we ever figure out how to have a creature do both ranged and melee attacks?

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

Posted: Mon Dec 03, 2012 3:34 am
by Grimwold
Neikun wrote:Well now.. That's pretty awesome!

Did we ever figure out how to have a creature do both ranged and melee attacks?
Hmmm. not sure. I can give a melee monster a ranged attack, and I'm pretty sure we can do the reverse.. but trying to add both might confuse it.

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

Posted: Mon Dec 03, 2012 4:59 am
by Neikun
Booo. I had to re-uvmap the dungeon_pit_trapdoor so that the wood texture would look right on it. (A very long and arduous process)
While successful at remapping it, it lost its ability to be animated using trapdoor animations. ;n;

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

Posted: Mon Dec 03, 2012 11:18 pm
by Mal85
Love the magic barrier doors, the transparent effect looks pretty rad. Could even use different colored ones to designate different areas of the "wizards lair" and some portals to match!

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

Posted: Tue Dec 04, 2012 3:06 am
by Grimwold
Grimwold wrote:Well I actually ended up working on a deathball attack... using a modified torch_flame texture created by arkoma222 (I'll need his permission to share this!)
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Hmmm.. please ignore everything else you see in the screenshots... they're not at all related to the dungeon I'm working on... :oops:
For anyone who wants the deathball monster attack you will need the following...

modified Torch flame texture (save in mod_assets/textures) - courtesy of Akroma222
https://www.dropbox.com/s/0naj1th2iha1m ... _dark1.dds

monsters.lua

Code: Select all

defineObject{
	name = "eogardian",
	class = "Monster",
	model = "assets/models/monsters/uggardian.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 = { "fire" },
	evasion = 10,
	rangedAttack = "fireball",
	movementCoolDown = 1,
	flying = true,
	noRecoilInterval = { 0.35, 0.5 },
	exp = 500,
	lightName = "light1",
	lightColor = vec(1, 0.5, 0.25),
	lightBrightness = 15,
	lightRange = 3.5,
	attackPowerIncrement = 5,
	healthIncrement = 100,
	protectionIncrement = 3,
	brain = "Uggardian",
        onRangedAttack = function(self)
          local dx, dy = getForward(self.facing)
          spawn("deathball", self.level, self.x + dx, self.y + dy, self.facing)
          return false
        end
}
objects.lua - includes the particle systems too.

Code: Select all

-- deathball --

defineObject{
	name = "deathball",
	class = "ProjectileSpell",
	particleSystem = "deathball",
	hitParticleEffect = "deathball_hit",
	lightColor = vec(0.5, 0.5, 0.25),
	lightBrightness = 10,
	lightRange = 7,
	lightHitBrightness = 20,
	lightHitRange = 10,
	castShadow = true,
	launchSound = "frostbolt_launch",
	projectileSound = "frostbolt",
	hitSound = "lightning_bolt_hit_small",
	screenEffect = "damage_screen",
	projectileSpeed = 7.5,
	attackPower = 30,
	damageType = "physical",
	--cameraShake = true,
	tags = { "spell" },
}

defineParticleSystem{
	name = "deathball",
	emitters = {
		-- smoke
		{
			emissionRate = 30,
			emissionTime = 0,
			maxParticles = 100,
			boxMin = {0.0, 0.0, 0.0},
			boxMax = {0.0, 0.0, 0.0},
			sprayAngle = {0,360},
			velocity = {0.1,0.1},
			texture = "assets/textures/particles/smoke_01.tga",
			lifetime = {1,1},
			color0 = {0.25, 0.25, 0.25},
			opacity = 1,
			fadeIn = 0.1,
			fadeOut = 0.9,
			size = {0.4, 0.6},
			gravity = {0,0,0},
			airResistance = 0.1,
			rotationSpeed = 1,
			blendMode = "Translucent",
		},

		-- flames
		{
			emissionRate = 50,
			emissionTime = 0,
			maxParticles = 50,
			boxMin = {-0.0, -0.0, 0.0},
			boxMax = { 0.0, 0.0,  -0.0},
			sprayAngle = {0,360},
			velocity = {0.3, 0.3},
			texture = "mod_assets/textures/torch_flame_dark1.tga",
			frameRate = 35,
			frameSize = 64,
			frameCount = 16,
			lifetime = {0.8, 0.8},
			colorAnimation = true,
                        color0 = {0.1, 0.2, 0.5},
			color1 = {0.5, 0.5, 1.0},
--			color2 = {1.0, 0.5, 0.25},
--			color3 = {1.0, 0.3, 0.1},
			opacity = 1,
			fadeIn = 0.15,
			fadeOut = 0.3,
			size = {0.125, 0.25},
			gravity = {0,0,0},
			airResistance = 1,
			rotationSpeed = 1,
			blendMode = "Additive",
			objectSpace = true,
		},

		-- flame trail
		{
			emissionRate = 80,
			emissionTime = 0,
			maxParticles = 100,
			boxMin = {0.0, 0.0, 0.0},
			boxMax = {0.0, 0.0, 0.0},
			sprayAngle = {0,360},
			velocity = {0.1, 0.3},
			texture = "mod_assets/textures/torch_flame_dark1.tga",
			frameRate = 35,
			frameSize = 64,
			frameCount = 16,
			lifetime = {0.2, 0.3},
			colorAnimation = true,
			color0 = {2, 2, 2},
			color1 = {1.0, 1.0, 1.0},
			color2 = {1.0, 0.5, 0.25},
			color3 = {1.0, 0.3, 0.1},
			opacity = 1,
			fadeIn = 0.15,
			fadeOut = 0.3,
			size = {0.1, 0.3},
			gravity = {0,0,0},
			airResistance = 1.0,
			rotationSpeed = 1,
			blendMode = "Additive",
		},

		-- glow
		{
			spawnBurst = true,
			emissionRate = 1,
			emissionTime = 0,
			maxParticles = 1,
			boxMin = {0,0,-0.1},
			boxMax = {0,0,-0.1},
			sprayAngle = {0,30},
			velocity = {0,0},
			texture = "assets/textures/particles/glow.tga",
			lifetime = {1000000, 1000000},
			colorAnimation = false,
			color0 = {0.3, 0.13, 0.5},
			opacity = 1,
			fadeIn = 0.1,
			fadeOut = 0.1,
			size = {1.5, 1.5},
			gravity = {0,0,0},
			airResistance = 1,
			rotationSpeed = 2,
			blendMode = "Additive",
			objectSpace = true,
		}
	}
}

defineParticleSystem{
	name = "deathball_hit",
	emitters = {
		-- smoke
		{
			emissionRate = 15,
			emissionTime = 0.3,
			maxParticles = 100,
			boxMin = {0.0, 0.0, 0.0},
			boxMax = {0.0, 0.0, 0.0},
			sprayAngle = {0,100},
			velocity = {0.1, 0.5},
			texture = "assets/textures/particles/smoke_01.tga",
			lifetime = {0.5,1.5},
			color0 = {0.25, 0.20, 0.17},
			opacity = 1,
			fadeIn = 0.3,
			fadeOut = 0.9,
			size = {2, 3},
			gravity = {0,0,0},
			airResistance = 0.1,
			rotationSpeed = 0.5,
			blendMode = "Translucent",
		},

		-- flames
		{
			spawnBurst = true,
			maxParticles = 40,
			sprayAngle = {0,360},
			velocity = {0,1.5},
			objectSpace = true,
			texture = "mod_assets/textures/torch_flame_dark1.tga",
			frameRate = 35,
			frameSize = 64,
			frameCount = 16,
			lifetime = {0.4,0.6},
                        color0 = {0.3, 0.2, 0.3},
			opacity = 1,
			fadeIn = 0.1,
			fadeOut = 0.3,
			size = {0.5, 1.5},
			gravity = {0,0,0},
			airResistance = 0.5,
			rotationSpeed = 2,
			blendMode = "Additive",
		},

		-- glow
		{
			spawnBurst = true,
			emissionRate = 1,
			emissionTime = 0,
			maxParticles = 1,
			boxMin = {0,0,-0.1},
			boxMax = {0,0,-0.1},
			sprayAngle = {0,30},
			velocity = {0,0},
			texture = "assets/textures/particles/glow.tga",
			lifetime = {0.5, 0.5},
			colorAnimation = false,
                        color0 = {0.3, 0.2, 0.3},
			opacity = 1,
			fadeIn = 0.01,
			fadeOut = 0.5,
			size = {4, 4},
			gravity = {0,0,0},
			airResistance = 1,
			rotationSpeed = 2,
			blendMode = "Additive",
		}
	}
}
This version uses the standard Uggardian... you will need to change the models etc. for the finished Eogardian.

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

Posted: Tue Dec 04, 2012 3:15 am
by Neikun
Thanks, Grimwold!


--Update:
Still playing with those magic doors and I ended up with something a bit more like glass.
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I heard talk that you could do transparent textures with opaque blend modes. I don't seem able to create this effect. -Time to have a look at the herder material.

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

Posted: Tue Dec 04, 2012 11:03 am
by ExpDevourer
You just saved me a lot of time Mr. Neikun :) . I was about to start working on some of those, and I decided to browse the forum first, and there it was, you already made them...lol. Excellent.

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

Posted: Tue Dec 04, 2012 1:46 pm
by Neikun
Magic/glass doors?

The only problem I'm having is that the Opaque blendMode doesn't seem to allow for partial transparency.
And having it Translucent causes it to ignore lighting.

My copy of GIMP has not liked being open for 6 days straight. It is malfunctioning everywhere lol

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

Posted: Wed Dec 05, 2012 2:17 pm
by Neikun
Thanks to FrEEsiD, we have something else to think about =D
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