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Re: [Monster] Bring on the snails! [now with turbo-mode]
Posted: Sun Dec 14, 2014 11:22 pm
by Soaponarope
A search for head node brought me here. It must be an issue with changing the snail model as I am getting the same error message with my slug creatures, Akroma. Everything is working fine with them, just really want to get rid of the error message.
Re: [Monster] Bring on the snails! [now with turbo-mode]
Posted: Mon Dec 15, 2014 1:40 am
by Grimfan
The old snail never had a head node. It has tentacle nodes instead. Go into JohnWordsworth's model toolkit and change the tentacle_short model node into a head node. That should do the trick.
Re: [Monster] Bring on the snails! [now with turbo-mode]
Posted: Mon Dec 15, 2014 2:47 am
by Soaponarope
Thanks! that did it. It's tentacles_long1 for reference.
Re: [Monster] Bring on the snails! [now with turbo-mode]
Posted: Mon Dec 15, 2014 6:15 am
by Grimfan
Soaponarope wrote:Thanks! that did it. It's tentacles_long1 for reference.
I couldn't quite remember what it was. Glad you found the correct node.

Re: [Monster] Bring on the snails! [now with turbo-mode]
Posted: Fri Nov 06, 2015 4:27 am
by mythos
Really excited I found this post. Got snails working. I wish I was smart enough to figure out how to get the Blobs working. It would be really cool if someone put together a Legend of Grimrock Monster Pack for the LoG 2 editor. It seems silly that the developers left these assets out of the new editor. Just trying to get a bit more diversity in my custom dungeon.
Re: [Monster] Bring on the snails! [now with turbo-mode]
Posted: Fri Nov 06, 2015 4:35 am
by minmay
mythos wrote:It seems silly that the developers left these assets out of the new editor.
The unused Grimrock 1 monsters total to about 100 MB of models/animations/textures/sounds. It would be silly to inflate the game's size by that much with assets that 99.9% of players won't ever see in the game. Relicensing sounds might also be an issue.
Re: [Monster] Bring on the snails! [now with turbo-mode]
Posted: Fri Nov 06, 2015 10:48 pm
by mythos
minmay wrote:mythos wrote:It seems silly that the developers left these assets out of the new editor.
The unused Grimrock 1 monsters total to about 100 MB of models/animations/textures/sounds. It would be silly to inflate the game's size by that much with assets that 99.9% of players won't ever see in the game. Relicensing sounds might also be an issue.
100 mb is small beans in today's world with fast internet. It's not uncommon for games to be 30-50 gb downloads. The sound licensing makes sense though.
I am getting an error: warning! no such sample: snail_walk
Any ideas what that is about?
Re: [Monster] Bring on the snails! [now with turbo-mode]
Posted: Fri Nov 06, 2015 10:52 pm
by Azel
Not all sounds come across (likely for the licensing issue). You have to apply different sounds. In this case, use the sound file for the Slime walk.
There is a monster thread here that helps with all this

Re: [Monster] Bring on the snails! [now with turbo-mode]
Posted: Mon Nov 16, 2015 10:25 pm
by mythos
I have model toolkit up and running, but I can't seem to figure out how to add a head node. I have tentacles_long1 selected. Any help would be appreciated.
edit: disregard, I was able to figure it out
