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

Posted: Sun Oct 14, 2012 4:01 pm
by Kuningas
I don't know what you mean exactly, but if you want it to appear to "glow" from the inside, you need to set the material to "Translucent" blending. You still need the light source, though.

Also, messed around creating a see-through green slime, but am unimpressed by the lighting when you can see through it. The texture needs to be more or less flat, or it looks weirdly "dirty" on the surface, whilst remaining clear in the inside. Perhaps if I did a particle system with bubbles inside it...?

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

Posted: Sun Oct 14, 2012 4:10 pm
by D@nzingtree
Whats about the darkness spell effect?
Somebody could make a goo of darkness which cancels all lights sources around.
That one could be very nasty to fight in a room full of holes :twisted:
Damn, I want to play with textures too, but i am in vacation right now...

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

Posted: Sun Oct 14, 2012 4:26 pm
by Neikun
Thanks for the tips guys. A black hole slime sound fuggin awesome haha
In order to turn these slimes translucent, I would have to clone material and change their properties. This would mean more files. I think I might do it for a couple of them.

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

Posted: Sun Oct 14, 2012 4:53 pm
by Neikun
Szragodesca wrote: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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Code: Select all

    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:
That is very awesome. I put it on stone_slime10 cause that's the blackest one.
I think it might be just a bit overkill though, as light shows up in very basic colours
You could use this 'light' on any prop in the dungeon, I think too (for all you dungeon keepers wanting really dark places)

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

Posted: Sun Oct 14, 2012 5:00 pm
by Szragodesca
If only there were a way to remove/mute the polarized grain of the black light, that would make for the perfect light-sucking thing. . . and yeah, I'd hate to fight it in a room full of pits, especially if it was immune to falling damage and chased you. :lol:

I can just imagine a scripted event where all the torches/lanterns in a room turn blue and the black light emanates, negating all other attempts to see what's around you. . . Would be awesome if one could just eliminate the grain effect. I'd hate to fight an ogre or warden in that event. :?

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

Posted: Sun Oct 14, 2012 5:16 pm
by Neikun
I've finished the amber_slime.
There is a screenshot, material definition, and light script in my main post.

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

Posted: Sun Oct 14, 2012 5:18 pm
by Batty
I just tried this:

Code: Select all

defineObject{
	name = "black hole",
	class = "LightSource",
	lightPosition = vec(0, 1.85, -1.18),
	lightRange = 100,
	lightColor = vec(1000, 1000, 1000),
	brightness = -100,
	placement = "floor",
	editorIcon = 88,
}
and if you control placement so that the edges of the light are in the walls, you can darken a room a little better (as long as there are no other lightsources in the room) but it's still not 100% :(

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

Posted: Sun Oct 14, 2012 5:23 pm
by Batty
Neikun wrote:I've finished the amber_slime.
There is a screenshot, material definition, and light script in my main post.
oooh I like that amber slime, I'm gonna make some of these slimes absolute m&%*#@ f*&@#%$

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

Posted: Sun Oct 14, 2012 5:25 pm
by Neikun
Image
Something else I'm working on..
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Image

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

Posted: Sun Oct 14, 2012 5:27 pm
by Neikun
Kuningas wrote: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)
I think this should be renamed the Slime thread.
It would be a good idea to put all the slimes on the first post