[ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]

Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
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zimberzimber
Posts: 432
Joined: Fri Feb 08, 2013 8:06 pm

Re: [ASSETS] I made an asset pack [UPDATE v1.1]

Post by zimberzimber » Mon Sep 12, 2016 10:05 pm

akroma222 wrote:EDIT: Idea for the 2 Conflux Maces - when you change Elements with mk.1 it checks for mk.2
>> If you have both Equipped and change the element then both Maces chnage the Element..??
(or am I completely using them the wrong way?)
There are two Conflux maces because I think some people prefer their weapon not having a randomness theme, suddenly changing damage type to that which will heal their target (like changing to fire when fighting an Uggardian).
And some may consider changing damage type when you will a bit too strong.
That why I implemented both of them.

Updated to v1.1, doubling the amount of toys to play with! :D

Change log can be found on the nexus page, and inside zim_init.lua

Have some pics:
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EDIT: Answered Akroma.

UPDATE: Uploaded a zim_items with a rewritten Conflux Mk.2 damage type changing mechanism. Now damage types won't repeat themselves.
My asset pack [v1.10]
Features a bit of everything! :D

bongobeat
Posts: 956
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [ASSETS] I made an asset pack [UPDATE v1.1a]

Post by bongobeat » Wed Sep 14, 2016 5:52 pm

very nice stuff!

I like the human knight, the scavengers army and the lich, it's funny! :D


I've think at something you can add in your pack: modifying or creating a new liche that has the same kind of ability than the scavenger, without reducing armor, but with making loosing life any party member that get hurt by a melee damage.


I think the knight helmet is way too large for his body, here is a reduced one. I have removed a few vertices to have something not bigger than 20 kb.
with new offset:
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Code: Select all

		{
			class = "Model",
			name = "helm",
--			model = "assets/models/items/full_helmet.fbx",
			model = "mod_assets/zim_assets/models/full_helmet.fbx",
			storeSourceData = true,
			parentNode = "head",
			rotation = vec(0,180,0),
			offset = vec(0,-0.11,-0.02),
		},

there is something weird aboout the human archer head textures, I can see triangles or faces, whatever they are called, and that don't look very good.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505

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zimberzimber
Posts: 432
Joined: Fri Feb 08, 2013 8:06 pm

Re: [ASSETS] I made an asset pack [UPDATE v1.1a]

Post by zimberzimber » Wed Sep 14, 2016 9:54 pm

bongobeat wrote:I've think at something you can add in your pack: modifying or creating a new liche that has the same kind of ability than the scavenger, without reducing armor, but with making loosing life any party member that get hurt by a melee damage.
Right now, the Lich is just a Goromorg mechanic wise. I plan on making him shoot green flames, spawn poison clouds all around him, and summon undead. You know, just undead wizard things. But yea I planned on something like that for his undeath bolt. ("Decay")
I think the knight helmet is way too large for his body, here is a reduced one. I have removed a few vertices to have something not bigger than 20 kb.
with new offset:
SpoilerShow

Code: Select all

		{
			class = "Model",
			name = "helm",
--			model = "assets/models/items/full_helmet.fbx",
			model = "mod_assets/zim_assets/models/full_helmet.fbx",
			storeSourceData = true,
			parentNode = "head",
			rotation = vec(0,180,0),
			offset = vec(0,-0.11,-0.02),
		},
I tried not implementing new models with this one, and it looks fine-ish as it is unless you catch a glimpse of his neck while its swinging a weapon. I would've just added the helmet directly to the model if I didn't try saving on space.
there is something weird aboout the human archer head textures, I can see triangles or faces, whatever they are called, and that don't look very good.
The weird thing you see is the UV layout of the model. Since I don't into texturing (I'm bad. Look at the vampires face) I was hoping someone would give it a proper face, but I forgot to mention it :P

Thanks again for the feedback!
(I like your bridge)
My asset pack [v1.10]
Features a bit of everything! :D

User avatar
zimberzimber
Posts: 432
Joined: Fri Feb 08, 2013 8:06 pm

Re: [ASSETS] I made an asset pack [UPDATE v1.1a]

Post by zimberzimber » Thu Sep 15, 2016 3:05 am

Having fun with some upcoming assets :D
https://youtu.be/sPHDF2hLFhQ

More fun:
Image

EDIT:
As I promised, the Lich is getting overhauled from a Goromorg into something unique!
(also yay first animation)
Image
(Some distortions occur in the gif, don't think its an effect I made. My fault, sorry.)
My asset pack [v1.10]
Features a bit of everything! :D

User avatar
zimberzimber
Posts: 432
Joined: Fri Feb 08, 2013 8:06 pm

Re: [ASSETS] I made an asset pack [UPDATE v1.2]

Post by zimberzimber » Sun Sep 18, 2016 6:00 pm

Updated to 1.2

The Lich - Now a force to be reckoned with. Summons undead, shoots undeath bolts, creates poison cloud lines, and shoot slow homing undeath bolts. Passively applies the decay codition as long as it sees the party. Cannot be square danced as easily now :twisted:
The Archlich - A stronger version of the regular Lich. In addition to what I said before, it has an energy shield, a higher chance to shoot homing bolts with its base attack, and will release an undeath nova every now and then which has a chance to inflict the atrophy condition.
Decay reduces a champions vitality by 20%
Atrophy deals 10% of the champions remaining health as damage every tick.
The Omnispawner - An easy to use object that spawns the object (set by the maker) every interval (set by the maker) in a certain radius around it.(set by the maker) (See sword rain pick in previous post)

Full Changelog

Code: Select all

------------------------------------------------------
---------- v1.2 - The Lich and the Archlich ----------
------------------------------------------------------

				Changes
				
	Added vanilla Scavenger material definitions to the mods scavenger.lua
	Removed grimrock1_material.lua from zim_init.lua
	Added Human Knight block sound definition to human_knight.lua
	Removed warden.lua from zim_init.lua
	Added zim_spells.lua to zim_init.lua
	Removed hand particles from the Lich
	Added freeze fixes to monsters using material overrides
	Revamped the Lich
	Fixed Scavenger Queen egg laying animation speed lingering to the getting hit from the front left animation

				Monsters
				
	Added Firetoad
	Added Archlich
	Added an elevation bound Viper Root
	Vampires now drow vampire dust
	Hellhounds now drop warg fangs

				Misc
				
	Added the omnispawner

				Dungeon
				
	Added a floor pit frame
	Added a modified trap door
	
				Items
	Added a small pouch model
	Defined base material item
	Added Vampire Dust, Zarchton Scales, Warg Fangs, and Ogre Heart

				Spells

	Added Stone Spikes
	Added Frostfire
	Added Sleep (bolt + blast)
My asset pack [v1.10]
Features a bit of everything! :D

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Isaac
Posts: 2981
Joined: Fri Mar 02, 2012 10:02 pm

Re: [ASSETS] I made an asset pack [UPDATE v1.2]

Post by Isaac » Sun Sep 18, 2016 6:03 pm

Neat stuff 8-)

Are you doing custom Blender animations?

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zimberzimber
Posts: 432
Joined: Fri Feb 08, 2013 8:06 pm

Re: [ASSETS] I made an asset pack [UPDATE v1.2]

Post by zimberzimber » Sun Sep 18, 2016 6:18 pm

Isaac wrote:Neat stuff 8-)

Are you doing custom Blender animations?
Thank you! :D

And other than scaling animation to resize monsters, the only new animation I made is for the Archlich. (gif 3 posts above this one)
It's not too bad, but it could be better.
What did you have in mind? I could use some practice ;)
My asset pack [v1.10]
Features a bit of everything! :D

User avatar
Isaac
Posts: 2981
Joined: Fri Mar 02, 2012 10:02 pm

Re: [ASSETS] I made an asset pack [UPDATE v1.2]

Post by Isaac » Sun Sep 18, 2016 6:39 pm

zimberzimber wrote:What did you have in mind? I could use some practice ;)
I hadn't anything in mind just yet, but I wasn't sure (or not) if the lich had a custom attack animation.

Are you doing an ORRR3 room? (or have done one?)

User avatar
zimberzimber
Posts: 432
Joined: Fri Feb 08, 2013 8:06 pm

Re: [ASSETS] I made an asset pack [UPDATE v1.2]

Post by zimberzimber » Sun Sep 18, 2016 6:51 pm

Isaac wrote:I hadn't anything in mind just yet, but I wasn't sure (or not) if the lich had a custom attack animation.
It is, just hard to notice because of that distortion at the end. (lesson learned: never save a gif at the size of your screen and make it smaller through imgur)
Isaac wrote:Are you doing an ORRR3 room? (or have done one?)
Nope(and nope). Don't have a special idea for a room so I didn't participate. (besides, my skills are fairly dull, I'll just end up getting confused by all the things people added there)
My asset pack [v1.10]
Features a bit of everything! :D

User avatar
zimberzimber
Posts: 432
Joined: Fri Feb 08, 2013 8:06 pm

Re: [ASSETS] I made an asset pack [UPDATE v1.3]

Post by zimberzimber » Tue Sep 27, 2016 11:27 pm

Updated to v1.3!
Turned the castle into a diabolical temple, dedicated to summoning foul creatures from the depths of the earth :twisted:
I had bigger plans for some more monsters, but certain events stopped me from delivering them this update :(
My asset pack [v1.10]
Features a bit of everything! :D

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