Re: Custom Monster: Meet the Molt! (PLUS 30+ other slimes!!!
Posted: Sun Oct 14, 2012 8:38 pm
In order to get the glow for for the amber to look quite right, you're going to need to define the new material that is written there.
This goes in your material.lua
Next we open the amber_slime.MODEL in the Grimrock Model Toolkit.(GMT)
Select tools. Select settings. Make sure that the location of the asset pack and current dungeon are correct.
Select tools once again. Click Material Find/ Replace. Click the button that says Existing Material Name and select machine_part_orb
Click the box below it and type machine_part_orb_trans (like the new material you just defined)
Click replace material, then click close.
Select tools again. Click Reload Material Library. (probably not necessary, but I'm superstitious)
Next, save the model to the mod_assets/models/monsters folder
I would recommend saving it as amber_slime_trans so that you have both models.
Next, you will have to altar the model path in the amber_slime definition.
You need only change the model = line to have the path and name of your new amber model file.
If you did all these steps and added the lightName script for the amber_slime, everything should work out.
EDIT: Fun fact: The green_slime material is not translucent
NOTE: You can open any of the slime models in the GMT to find out what material I used. From there you can redefine the material used as I did above, set it to "Translucent" and continue on with the other steps.
Code: Select all
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,
Next we open the amber_slime.MODEL in the Grimrock Model Toolkit.(GMT)
Select tools. Select settings. Make sure that the location of the asset pack and current dungeon are correct.
Select tools once again. Click Material Find/ Replace. Click the button that says Existing Material Name and select machine_part_orb
Click the box below it and type machine_part_orb_trans (like the new material you just defined)
Click replace material, then click close.
Select tools again. Click Reload Material Library. (probably not necessary, but I'm superstitious)
Next, save the model to the mod_assets/models/monsters folder
I would recommend saving it as amber_slime_trans so that you have both models.
Next, you will have to altar the model path in the amber_slime definition.
You need only change the model = line to have the path and name of your new amber model file.
If you did all these steps and added the lightName script for the amber_slime, everything should work out.
EDIT: Fun fact: The green_slime material is not translucent
NOTE: You can open any of the slime models in the GMT to find out what material I used. From there you can redefine the material used as I did above, set it to "Translucent" and continue on with the other steps.