Ghost Monsters
- David Ward
- Posts: 103
- Joined: Wed Jan 07, 2015 11:44 pm
- Location: Vancouver, BC, Canada
Ghost Monsters
We've searched around but haven't found any ethereal monsters. Has anyone managed to pull off graphics to make regular monsters look like...ghosts? Ethereal? Seems like a tall order, but if anyone has managed to do this, we would love to put those graphics into the game we're making.
- David Ward
- Posts: 103
- Joined: Wed Jan 07, 2015 11:44 pm
- Location: Vancouver, BC, Canada
Re: Ghost Monsters
Very cool. Seems like ethereal monster graphics would be tough to make, even with a graphic editing toolkit, because of the see-thru textures involved. It's not just a different skin. Thanks for the link.
Re: Ghost Monsters
Why not set at the materials.lua "blendMode = "Additive" ?
This makes a ghost effect too.

This makes a ghost effect too.
SpoilerShow

Last edited by maneus on Mon Feb 09, 2015 9:12 pm, edited 1 time in total.
- David Ward
- Posts: 103
- Joined: Wed Jan 07, 2015 11:44 pm
- Location: Vancouver, BC, Canada
Re: Ghost Monsters
Is that right, maneus? Will have to try this.
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- Posts: 146
- Joined: Wed Jun 11, 2014 1:31 am
Re: Ghost Monsters
Where in the script would you put in the blendmode? Is it inside the monsters script or in a different lua file?
Re: Ghost Monsters
In the material definition:
Code: Select all
defineMaterial{
name = "skeleton_bow",
diffuseMap = "assets/textures/monsters/skeleton_warrior_bow_dif.tga",
specularMap = "assets/textures/monsters/skeleton_warrior_bow_spec.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Additive", -- !!!!
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
Re: Ghost Monsters
Blend mode list
Making ghostly monsters like the ones on that Nexus page is really easy. All they did was change the colours and brightness of the texture a bit, change the blend mode, add really simple particles, and paste an extra decoration onto the shield.
Making ghostly monsters like the ones on that Nexus page is really easy. All they did was change the colours and brightness of the texture a bit, change the blend mode, add really simple particles, and paste an extra decoration onto the shield.
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
- David Ward
- Posts: 103
- Joined: Wed Jan 07, 2015 11:44 pm
- Location: Vancouver, BC, Canada
Re: Ghost Monsters
Cool, great tips, didn't see this until now. Thanks guys. Let there be ghosts~
- Eleven Warrior
- Posts: 752
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: Ghost Monsters
Hi this is the new Ghost code if anyone needs it. It works for me. I hope this is correct guys.
Code: Select all
defineObject{
name = "skeleton_archer_ghost",
baseObject = "base_monster",
components = {
{
class = "Model",
model = "assets/models/monsters/skeleton_archer.fbx",
material = "skeleton_bow_ghost", ---overrides original texture--
storeSourceData = true,
},
{
class = "Animation",
animations = {
idle = "assets/animations/monsters/skeleton_archer/skeleton_archer_idle.fbx",
moveForward = "assets/animations/monsters/skeleton_archer/skeleton_archer_walk.fbx",
strafeLeft = "assets/animations/monsters/skeleton_archer/skeleton_archer_strafe_left.fbx",
strafeRight = "assets/animations/monsters/skeleton_archer/skeleton_archer_strafe_right.fbx",
turnLeft = "assets/animations/monsters/skeleton_archer/skeleton_archer_turn_left.fbx",
turnRight = "assets/animations/monsters/skeleton_archer/skeleton_archer_turn_right.fbx",
attack = "assets/animations/monsters/skeleton_archer/skeleton_archer_attack.fbx",
attackBack = "assets/animations/monsters/skeleton_archer/skeleton_archer_attack.fbx",
getHitFrontLeft = "assets/animations/monsters/skeleton_archer/skeleton_archer_get_hit_front_left.fbx",
getHitFrontRight = "assets/animations/monsters/skeleton_archer/skeleton_archer_get_hit_front_right.fbx",
getHitBack = "assets/animations/monsters/skeleton_archer/skeleton_archer_get_hit_back.fbx",
getHitLeft = "assets/animations/monsters/skeleton_archer/skeleton_archer_get_hit_left.fbx",
getHitRight = "assets/animations/monsters/skeleton_archer/skeleton_archer_get_hit_right.fbx",
fall = "assets/animations/monsters/skeleton_archer/skeleton_archer_get_hit_front_left.fbx",
},
currentLevelOnly = true,
},
{
class = "Monster",
meshName = "skeleton_archer_mesh",
footstepSound = "skeleton_archer_footstep",
hitSound = "skeleton_hit",
dieSound = "skeleton_die",
hitEffect = "hit_dust",
capsuleHeight = 0.7,
capsuleRadius = 0.25,
collisionRadius = 0.6,
health = 120,
protection = 5,
immunities = { "poisoned", "sleep", "blinded" },
resistances = { ["poison"] = "immune" },
traits = { "undead" },
exp = 90,
headRotation = vec(90, 90, 0),
},
{
class = "SkeletonArcherBrain",
name = "brain",
sight = 6,
},
{
class = "MonsterMove",
name = "move",
sound = "skeleton_walk",
cooldown = 2,
},
{
class = "MonsterTurn",
name = "turn",
sound = "skeleton_walk",
},
{
class = "MonsterAttack",
name = "rangedAttack",
attackType = "projectile",
attackPower = 14,
cooldown = 4,
animation = "attack",
sound = "skeleton_archer_attack",
shootProjectile = "cold_arrow",
projectileHeight = 1.35,
},
},
}
defineMaterial{
name = "skeleton_bow_ghost",
diffuseMap = "assets/textures/monsters/skeleton_warrior_bow_dif.tga",
specularMap = "assets/textures/monsters/skeleton_warrior_bow_spec.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Additive",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}