Author Topic: Bucket o' Slime  (Read 708 times)

Legacy_Rolo Kipp

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Bucket o' Slime
« on: January 05, 2014, 06:10:27 pm »


                <trying to decide...>

This project was inspired by ShadowM's excellent updated Slimes and discussion on The Amethyst Dragon's equally nasty D&D Classic Gelatinous Cube.

Purpose: A VFX-based slime trap that drops from above onto a target.

I'm creating this in three parts for flexibility and depth:
1) Base-applied vfx. This is the primary effect and would be applied regardless of whether the trap hit or not. A medium glob of slime stretches down and plops to the floor, becoming larger, then backs off to face the target from (center) 2.25m away (which would be where the builder spawns in a living slime to enter combat). It then fades out and down like a dying slime. Impact anim is 6 seconds long, with the last 1/3 second in position. Duration anim is one second long in position. Cessation is 1 second long. This one is fire and forget.

2) Torso-aligned vfx: A one-size-fits-all VFX (not pheno) applied to the torso. Like the 1st part, it drops from above, but it is smaller and sticks to the torso for that fresh "I've been slimed!" appearance. It shrinks and fades when ended, but has a slightly animated blobby loop for as long as the script wants to apply it (-5CHA, anyone? ;-).

3) Head-aligned vfx: Like #2, it drops and sticks, but this time on the head (blindness, perhaps?) and will also have an impact (start), duration (loop) and cessation (end) anim.

In use, spawn a waypoint at the location/facing of the target to apply #1 (else it will be linked to the facing/movement of the target ever after) and apply #1.

If trap hits, apply #2 and/or #3 at a slight delay (or even before) so you get a *plop*... *plop**plop* effect :-)

<...who to call>
               
               

               
            

Legacy_The Amethyst Dragon

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Bucket o' Slime
« Reply #1 on: January 05, 2014, 06:35:00 pm »


               Can't wait.
               
               

               
            

Legacy_Rolo Kipp

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Bucket o' Slime
« Reply #2 on: January 05, 2014, 06:41:49 pm »


               <failing...>

Heh. I grabbed c_ooze_a01 because it had the neat organelles inside and anims. But that is the large ochre jelly. There is no green slime in default content, so I'm grabbing some stuff from ShadowM to make it work.

Having difficulty making the organelles inside show through the skin. Might work with txi, but I'm working on anims first.

<...the color test>
               
               

               
            

Legacy_The Amethyst Dragon

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Bucket o' Slime
« Reply #3 on: January 05, 2014, 07:01:55 pm »


               I've found that changing the alpha setting manually on the skin via Notepad is giving me the transparency that I want on my oozes (1.0 = solid, 0.0 = invisible).  And while it may or may not work for VFXs, there's also a "shininess" value that I set at 10.

My own oozes don't have an alpha layer in their textures so that they're more than just super-shiny forms.  The default ochre jelly was just too yellow-green and shiny for my personal taste. Ochre should be between yellow-orange and almost brown in color. '<img'>

In this sample pic here (something I'm working on for my PW), I've got my slithering tracker set at alpha of 0.1 (almost invisible, as it should be), the crystal ooze at 0.2, the jellies at 0.6 (where you can just make out the organelles), the slimes/ooze at 0.8 (no organelles inside these anyway), and the puddings at 1.0 (since you shouldn't be able to see through pudding).

'Posted
Full sized image here.
               
               

               


                     Modifié par The Amethyst Dragon, 05 janvier 2014 - 07:09 .
                     
                  


            

Legacy_Rolo Kipp

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« Reply #4 on: January 05, 2014, 07:13:24 pm »


               <rubbing his hands together...>

I like your design decisions. I also like the organelles, but they are making this more difficult than a vfx should be.

What texture do you use for the green slime? (the visual pun referencing both Ghostbusters and Nickleodeon tickles me pi... er, green ;-)

<...in agent orange>
               
               

               
            

Legacy_The Amethyst Dragon

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Bucket o' Slime
« Reply #5 on: January 05, 2014, 07:22:37 pm »


               

Rolo Kipp wrote...

What texture do you use for the green slime?

That's funny.  I just PM'd you a link to the texture, then saw you'd replied asking about it. ':ph34r:'
               
               

               


                     Modifié par The Amethyst Dragon, 05 janvier 2014 - 07:23 .
                     
                  


            

Legacy_ShadowM

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« Reply #6 on: January 05, 2014, 07:44:31 pm »


               You do not need to text edit there is a opacity setting in nwmax that you can do that with. I noticed in your gelatinous cube was totally invisible on my computer and semi transparent items in it were coming out shiny. I had to modify it to make it like your picture for my computer/graphic card other may have the same problem.
               
               

               
            

Legacy_The Amethyst Dragon

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Bucket o' Slime
« Reply #7 on: January 05, 2014, 08:03:06 pm »


               

ShadowM wrote...

You do not need to text edit there is a opacity setting in nwmax that you can do that with. I noticed in your gelatinous cube was totally invisible on my computer and semi transparent items in it were coming out shiny. I had to modify it to make it like your picture for my computer/graphic card other may have the same problem.

Thanks.  I'll check it out again in a few hours (dang "real life" interfering with computer time).
               
               

               
            

Legacy_Pstemarie

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« Reply #8 on: January 05, 2014, 09:43:03 pm »


               Yeah the cube was totally invisible on my system.
               
               

               
            

Legacy_Tarot Redhand

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« Reply #9 on: January 05, 2014, 10:23:09 pm »


               @AD It's probably just me but for my taste your green slime is too bright a shade of green. If I had made it, I would have darkened it to at least wet grass in shade. But hey that's just me ('^_^').

TR
               
               

               
            

Legacy_The Amethyst Dragon

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« Reply #10 on: January 05, 2014, 11:31:25 pm »


               Cube should be fixed and ready for download.  Dang game doesn't like alpha values of 0.2 or less, but works with a value of 0.21.  Go figure.
               
               

               
            

Legacy_Rolo Kipp

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« Reply #11 on: January 05, 2014, 11:38:58 pm »


               <wishing he had a nickel...>

Edit: Just starting to fall from 5m
'Posted

Timelapse of the slime falling...
'Posted

@ The Amethyst Dragon, I discovered that threshold when I was working on rays of light... Edit: Except I found the threshold to be around .4, myself (Radeon 305m) :-P



<...for every lodeon>
               
               

               


                     Modifié par Rolo Kipp, 06 janvier 2014 - 12:16 .
                     
                  


            

Legacy_Shadooow

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« Reply #12 on: January 06, 2014, 01:11:02 am »


               Oh so meant this (didnt understood from your initial post), wouldnt it be better to have this as a spawn-in animation?
               
               

               
            

Legacy_Rolo Kipp

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« Reply #13 on: January 06, 2014, 01:23:17 am »


               <carefully tying string...>

Not really, for a couple reasons. First, that isn't a creature. It's a trap. So it can land directly on top of the person triggering it. There's a couple other parts to this (head and torso slime), as well, to properly slime the person.

Second, not all slime would appear from above (and the anims are actually quite quick & dirty - I mostly wanted to see if the idea worked). By using this as a vfx, a builder can script it to hit any target and then spawn the creature slime 2.25 meters in front 5.5 seconds later (or so).

Fly in the ointment? Can't get the skin in the vfx to be translucent. Had to add alpha to the texture, which means it probably won't match the creature very closely :-P

<...to the bucket>
               
               

               
            

Legacy_Shadooow

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« Reply #14 on: January 06, 2014, 01:34:00 am »


               EDIT: nvm it might be even possible without any custom content '<img'>
               
               

               


                     Modifié par ShaDoOoW, 06 janvier 2014 - 01:43 .