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Re: Custom(ized) Monster: Meet the Molt!

Posted: Sun Oct 14, 2012 2:42 am
by Neikun
And the Prison of Slimes is finished! (I keep typing Prison of Smiles, damnit!)
http://youtu.be/n3307gOV_DQ
I am going to make the .rar and example slimes.lua file
The song is called "Gone" I made it myself owo

Download link:
http://grimrock.nexusmods.com/mods/49
To use:
In the mod_assets/models folder, create a folder named monsters. Unrar all model files there.
In the mod_assets/scripts folder, unrar the slimes.lua file.
Edit the init.lua to import the slimes.lua

Images:
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!Special!
Glow in the dark Slimes:
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Amber:Image
lightName scripts:
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	-- Ice Slime
lightName = "light",
	lightColor = vec(0.3, 1.0, 2.4),
	lightBrightness = 6,
	lightRange = 4,

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-- Red Slime
	lightName = "light",
	lightColor = vec(3.0, 0, 0.3),
	lightBrightness = 6,
	lightRange = 3,

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--Material for glowing amber_slime
defineMaterial{	
	name = "machine_part_orb_trans",
	diffuseMap = "assets/textures/items/machine_part_orb_dif.tga",
	specularMap = "assets/textures/items/machine_part_orb_spec.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Translucent",
	textureAddressMode = "Wrap",
	glossiness = 20,
	depthBias = 0,

}

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	--light for amber_slime 
         lightName = "light",
 	 lightColor = vec(3.0, 1.0, 0.4),
  	 lightBrightness = 6,
   	lightRange = 3,

Re: Custom(ized) Monster: Meet the Molt!

Posted: Sun Oct 14, 2012 2:55 am
by Batty
WOW!! I saw some really good ones in there, now we need names...you should name the ambient music prison of smiles. The frosty ice slime is awesome & some good stoney slimes too.

This is like the slime equivalent of Ixnat's Tome Library. :lol:

edit: aww let's see, granite slime, obsidian slime, I saw a veggy slime, I have to step through the vid...the default slime looks like a complete loser now! :lol:

edit: charcoal slime, alabaster slime, algae slime, graphite slime, ruby slime, mineral slime, mud slime, moss slime, earthen slime, iron slime...

Re: Custom(ized) Monster: Meet the Molt!

Posted: Sun Oct 14, 2012 3:10 am
by Neikun
Batty wrote:WOW!! I saw some really good ones in there, now we need names...you should name the ambient music prison of smiles. The frosty ice slime is awesome & some good stoney slimes too.

This is like the slime equivalent of Ixnat's Tome Library. :lol:

edit: aww let's see, granite slime, obsidian slime, I saw a veggy slime, I have to step through the vid...the default slime looks like a complete loser now! :lol:

edit: charcoal slime, alabaster slime, algae slime, graphite slime, ruby slime, mineral slime, mud slime, moss slime, earthen slime, iron slime...
Haha, you go ahead with that. I went for the organizational approach of stone_slime01
I would recommend if you use clever names to spell them slime_alabaster and such.

Download link is now available.
I wonder what Juho is thinking as he sees new purposes given to his textures :o
Perhaps we should re-purpose this thread as a slime repository?

Re: Custom(ized) Monster: Meet the Molt!

Posted: Sun Oct 14, 2012 10:50 am
by SpiderFighter
Nice work...time to change your sig! :)

Re: Custom(ized) Monster: Meet the Molt!

Posted: Sun Oct 14, 2012 10:52 am
by Neikun
SpiderFighter wrote:Nice work...time to change your sig! :)
Aha Doing it now.

Edit: a note on the glow in the dark slimes,
even without the light emitter, they are totally visible in complete darkness.
Fun fact, blue_gem is made using the healing_crystal material
green_gem is made using green_slime material
red_gem is made using red_gem material
You might be asking, why no healing_crystal slime?
The answer is because it clipped badly in one part of the model and it drove me crazy.
Another let down was the spider_egg_ground material. This one had a great mucky look, but had invisible holes in it.

Re: Custom(ized) Monster: Meet the Molt!

Posted: Sun Oct 14, 2012 11:14 am
by Isaac
Very nice; and it includes the glow. 8-)

Re: Custom(ized) Monster: Meet the Molt!

Posted: Sun Oct 14, 2012 2:34 pm
by Ciccipicci
One question for the glow ones. I have to add code in the slimes.lua file by adding lines to the existing ice slime and red slime ?

Re: Custom(ized) Monster: Meet the Molt!

Posted: Sun Oct 14, 2012 2:56 pm
by Szragodesca
Ciccipicci wrote:One question for the glow ones. I have to add code in the slimes.lua file by adding lines to the existing ice slime and red slime ?
I just tried it and that worked. Added the lines just before the end bracket of the ice slime and it was lit up, while the red one was not. Adding the red slime glow now. :mrgreen:

Re: Custom(ized) Monster: Meet the Molt!

Posted: Sun Oct 14, 2012 3:25 pm
by Kuningas
Should this be renamed the slime thread? I figure there might be even more coming (heck, I've even got some ideas -- I thought I'd be satisfied with the molt, but seeing Neikun's work I think I might do some texturing after all, can't let him have all the slimy fun ; D)

Re: Custom(ized) Monster: Meet the Molt!

Posted: Sun Oct 14, 2012 3:32 pm
by Szragodesca
Since there have been two mentions of this becoming "the slime thread", is there something in the model file that allows the slimes to be internally lit? For example, the red slime without its light source was just kind of red. Now it verily glows with unmitigated rage (my explanation for the one-shotting of me).

I tried adding a yellow light to the amber_slime and it was all dark and dirty looking with a nice yellow glow around it.

For a little fun, I added this to the metal slime (not metal_slime_2 or 3) and it turned out pretty much how I expected.
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    lightName = "light",
    lightColor = vec(10.0, 10.0, 10.0),
    lightBrightness = -5,
    lightRange = 12,
Weeeeird. . . :shock:
Lets' see ya use a light spell while fighting it now! :twisted: