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Custom Monster: Meet the Molt! (PLUS 30+ other slimes!!!)

Posted: Fri Oct 12, 2012 4:32 pm
by Kuningas
Hello! This is now THE SLIME THREAD!


First up is the retexture by yours truly:

Nexus page here: http://grimrock.nexusmods.com/mods/43
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MOLT!
...who is basically just a fancy, heavily retextured, very angry slime. (But heavens no, don't tell him that!)
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I had to cage him the last time I did that...
Aand Here is Neikun's slimy work (or most of it, I'll try to keep up):
Neikun wrote: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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Code: Select all

	-- 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,
Two other projects by Neikun (I found only screenshots for now -- will update link here once it is available)
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Neikun wrote:Image
Something else I'm working on..
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If something about this is amiss, give me a holler.

UPDATED: Here is a short guide on slime (and basically any object's) glow, again courtesy of Neikun:
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Neikun wrote: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.

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,
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 :o

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.

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

Posted: Fri Oct 12, 2012 5:10 pm
by JohnWordsworth
Haha, cool. Lava Slime - I approve. I can see a family of slimes appearing, not too much dislike D&D... Hehe.

I've got a suggestion for packaging custom assets which I posted in another thread, I'll just point to it for now, but I like the fact that it only requires 1 file edit for the end user to actually implement (and keeps all of the assets for a single 'custom item' or 'pack' in one place).

viewtopic.php?f=14&t=3602&p=37549#p37549

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

Posted: Fri Oct 12, 2012 5:17 pm
by Batty
That's a good one! I like the name too!

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

Posted: Fri Oct 12, 2012 5:38 pm
by Kuningas
JohnWordsworth wrote:Haha, cool. Lava Slime - I approve. I can see a family of slimes appearing, not too much dislike D&D... Hehe.

I've got a suggestion for packaging custom assets which I posted in another thread, I'll just point to it for now, but I like the fact that it only requires 1 file edit for the end user to actually implement (and keeps all of the assets for a single 'custom item' or 'pack' in one place).

viewtopic.php?f=14&t=3602&p=37549#p37549
EDIT: The right version is up, but someone here apparently downloaded the "old" version -- just make sure you don't overwrite your assets with it! I almost made a terrible mistake with the install instructions.

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

Posted: Fri Oct 12, 2012 5:42 pm
by Blichew
Looks really great, that one !
Don't forget do update the wiki @ http://grimwiki.net with it :)

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

Posted: Fri Oct 12, 2012 7:01 pm
by D@nzingtree
This looks good, did you already gave it a fire immunity?
I have a question which could fit to another custom slime, does somebody already tried to make a monster which spawns another mob after its death?
A more experienced modder could make a slime which can divide itself into 2 or 4 smaller slimes after it dies...

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

Posted: Fri Oct 12, 2012 7:25 pm
by Kuningas
D@nzingtree wrote:This looks good, did you already gave it a fire immunity?
I have a question which could fit to another custom slime, does somebody already tried to make a monster which spawns another mob after its death?
A more experienced modder could make a slime which can divide itself into 2 or 4 smaller slimes after it dies...
I have thought about the dividing, yes. But I've not tried -- I suppose it wouldn't be too hard...

And yeah, it is fire Immune, as well as assassination and backstabbing, (like regular slimes -- no back and they see in every direction).

Else statwise it is a bit tougher than a regular slime, but slower. Also hits quite hard -- no fire effect in that, though. (might add it if I update the file)

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

Posted: Fri Oct 12, 2012 9:31 pm
by D@nzingtree
Cool^^,
Another twist probably nobody tried out yet, would be fire damage for the whole party if they squeeze the monster after falling into a pit.
It cant be healthy to land on a blob made of lawa.

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

Posted: Fri Oct 12, 2012 10:53 pm
by Wolfrug
Beautiful! :D Always nice with some custom monstrosities. I'm still waiting for shock/ice/poison uggardians as well...

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

Posted: Sat Oct 13, 2012 1:50 am
by Neikun
Very nicely done, friend.

EDIT: I'm creating a page for custom monsters as we speak.