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Slimes of many colors

Posted: Sun Nov 09, 2014 11:36 pm
by Prozail
So. Toying around abit with colors and shaders, here is a way to make a red slime, and a nice satin blue slime (using the material from the healing crystal)

Image

shadeTex, shadeTexAngle, and crystalIntensity are not in the scripting reference so i have no real idea on what values are appropriate, but theese definitions seem to work reasonable. You can also try the commented-out goromorg-shield-texture in the blue-slime material definition for a different effect.

Code: Select all


defineMaterial{
   name = "blue_slime",
   diffuseMap = "assets/textures/monsters/green_slime_dif.tga",
   specularMap = "assets/textures/common/white.tga",
   normalMap = "assets/textures/monsters/green_slime_normal.tga",
   shadeTex = "assets/textures/env/healing_crystal_shadetex.tga",
   --shadeTex = "assets/textures/monsters/goromorg_shield_shadetex.tga",
   shadeTexAngle = 1.3,
   crystalIntensity = 3,
   shader = "crystal",
   doubleSided = false,
   lighting = true,
   alphaTest = true,
   blendMode = "Opaque",
   textureAddressMode = "Wrap",
   glossiness = 100,
   depthBias = 0,
}


defineMaterial{
   name = "red_slime",
   diffuseMap = "assets/textures/monsters/green_slime_dif.tga",
   specularMap = "assets/textures/common/white.tga",
   normalMap = "assets/textures/monsters/green_slime_normal.tga",
   shadeTex = "assets/textures/env/red_gem_shadetex.tga",
   shadeTexAngle = 0.8,
   crystalIntensity = 3,
   shader = "crystal",
   doubleSided = false,
   lighting = true,
   alphaTest = true,
   blendMode = "Opaque",
   textureAddressMode = "Wrap",
   glossiness = 100,
   depthBias = 0,
}

defineObject{
   name = "red_slime",
   baseObject = "green_slime",
   components = {
      {
         class = "Model",
         model = "assets/models/monsters/green_slime.fbx",
		 material = "red_slime",
         storeSourceData = true,
      },
	  {
		class = "Light",
		parentNode = "light",
		range = 5, 
		brightness = 5,
		color = vec(5.0,0.2,0.2,0)
	  }
	}
}

defineObject{
   name = "blue_slime",
   baseObject = "green_slime",
   components = {
      {
         class = "Model",
         model = "assets/models/monsters/green_slime.fbx",
		 material = "blue_slime",
         storeSourceData = true,
      },
	  {
		class = "Light",
		parentNode = "light",
		range = 5, 
		brightness = 5,
		color = vec(0.5,0.5,5.0,0)
	  }
	}
}


Re: Slimes of many colors

Posted: Sun Nov 09, 2014 11:58 pm
by minmay
crystalIntensity is a multiplier for the light values. shadeTexAngle is the amount to rotate normals around viewspace Z.

Re: Slimes of many colors

Posted: Mon Nov 10, 2014 12:17 am
by Jirodyne
I would love to see more slimes in Modded Dungeons, with different elements. Red for Fire, Green is Earth already, Blue would be Water, and Yellow as Air. Would add lots of variety.

Re: Slimes of many colors

Posted: Mon Nov 10, 2014 12:54 am
by GoldenShadowGS
These are definitely going into my dungeon. Thanks! Great idea