Adding new monsters tutorial

Discussion in 'Models, Animations, and Particle Effects' started by XVicious, Sep 28, 2014.

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  1. XVicious

    XVicious Established Member

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    This will be a tutorial for adding a new monster into toee.





    must Sign in or Register to the CO8 Forum to see pictures attached to this thread!

    I will be using the original Dragons I created in this tutorial, and
    I will to show you the reader how I had done this.

    the XV dragons where EDited Hydra versions, were 4 of the heads was cut out of the original hydra model and sown a new neck around the center head. Some of the points on the shoulders was redrawn so that wings could be repainted with the new points origins and new triangles/faces drawn. a new Texture map was also applied to the base sculpted model to account for the wings.
    The model retains all of its original animations.
    This was done using a sofisticated series of applications I had built specifically for
    TOEE. These tools where named the SKM TOOL SET, version 1.2.1

    the XVDragons add ons zip can be downloaded here if you want to follow along
    http://www.co8.org/forum/attachment.php?attachmentid=8220&d=1411158446


    Toee file locations:
    1. \data\rules\protos.tab
    2. \data\mes\description.mes
    3. \data\art\meshes\meshes.mes







    clip 1: meshes path and location is added into meshes.mes file
    Code:
    file: meshes.mes
    
    {1161}{monsters\BlackWidow\BlackWidow}
    {1162}{monsters\Lamia_T\Lamia_T}
    {1163}{monsters\Juggernaut\Juggernaut_statue\Juggernaut_statue}
    
    //XVixious' Dragons
    {1210}{monsters\Dragon\RedD}
    {1211}{monsters\Dragon\BlkD}
    {1212}{monsters\Dragon\GrnD}
    
    
    [​IMG]

    Clip 2: Discription for new monsters are added into the description.mes

    Code:
    file: description.mes
    
    {14447}{Burne's Apprentice}
    {14448}{Ogre}
    {14449}{Giant Snake}
    {14450}{Dire Lizard}
    {14451}{Legendary Rat}
    
    //////XV DRAGONS///////////
    {14452}{Red Dragon}
    {14453}{Blk Dragon}
    {14454}{Grn Dragon}
    
    // 15000 - 15999: Traps
    {15000}{bp_trap_magical}
    {15001}{bp_trap_mechanical}
    {15002}{bp_trap_arrow}
    {15003}{bp_trap_bullet}
    {15004}{bp_trap_fire}
    {15005}{bp_trap_electrical}
    {15006}{bp_trap_poison}
    {15007}{bp_trap_source}
    
    [​IMG]

    Clip 3: The proto types for the 3 dragons are added into the protos.tab

    Code:
    file: protos_short.tab examples
    
    14452	obj_t_npc					130																	14452	size_large	100		mat_flesh			7				1210	45	63																																																															OCF_MONSTEROCF_NO_FLEE		25	10	17	12	13	10							align_chaotic_evil										4540					14452		10		5	2d6+6	Bite	8																	ONF_KOSONF_WANDERS					7	8	11	9	12	13d12+40	mc_type_beast					Monster Bonus Damage	Fire	1d4	Monster Stable																																																																			Listen	5	Spot	6																	feat combat reflexes																																																						'Burning Hands' domain_special 3	'Flame Strike'  domain_special 3	'Cause Fear' domain_special 3	'Fire Storm' domain_special 4																		
    14453	obj_t_npc					130																	14453	size_large	100		mat_flesh			7				1211	45	63																																																															OCF_MONSTEROCF_NO_FLEE		19	10	17	12	13	12							align_chaotic_evil										4540					14453		10		5	2d6+6	Bite	8																	ONF_KOSONF_WANDERS					7	10	13	11	15	16d12+40	mc_type_beast					Monster Bonus Damage	Acid	1d4	Monster Stable																																																																			Listen	5	Spot	6																	feat combat reflexes																																																						'Shout' domain_special 3	'Obscuring Mist'  domain_special 3	'Cause Fear' domain_special 3	'Darkness' domain_special 4	obj_t_portal																	
    14454	obj_t_npc					130																	14454	size_large	100		mat_flesh			7				1212	45	63																																																															OCF_MONSTEROCF_NO_FLEE		25	10	17	12	13	12							align_chaotic_evil										4540					14454		10		5	2d6+6	Bite	8																	ONF_KOSONF_WANDERS					7	8	11	8	10	16d12+40	mc_type_beast					Monster Bonus Damage	Acid	1d4	Monster Stable																																																																			Listen	5	Spot	6																	feat combat reflexes																																																						'Shout' domain_special 3	'Obscuring Mist'  domain_special 3	'Cause Fear' domain_special 3	'Darkness' domain_special 4	'Cloudkill' domain_special 4																	
    
    
    [​IMG]

    [​IMG]

    [​IMG]




    SKM MODEL FILE SECRETS

    Code:
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    Hidden inside the SKM model file for mostly every
    model in TOEE, contains the
    specific MDF (material definition file ) pointer.
    This allows for custom file path pointers, that toee will start its
    search for the files there first.

    example MDF (material def file)
    Code:
    file: BlkD.mdf
    
    Textured
    Texture "art\meshes\Monsters\dragon\bdragon.tga"
    Double
    
    
    the material file points to a Texture file (picture), this is what is mapped
    to the skin of the model.

    [​IMG]


    ...working progress...
     

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    Last edited: Oct 11, 2014
  2. XVicious

    XVicious Established Member

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    [​IMG]
    Wyvern (3.5e Monster)

    [​IMG]
    Author: ThunderGod Cid (talk)
    Date Created: June 9, 2011
    Status: Post suggestions on talk page.
    Editing: Clarity edits only please
    [​IMG]
    Rate this article
    Discuss this article
    Size/Type: Large Magical Beast (Draconic)
    Hit Dice: 3d12+6 (18 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares), fly 80 ft. (average)
    Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed14
    Base Attack/Grapple: +3/+13
    Attack: Talon +7 melee (2d6+5) or bite +7 melee (2d8+5
    Full Attack: Bite +8 melee (2d8+4) and 2 wings +8 melee (1d8+2) and 2 talons +8 melee (2d6+4)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: improved grab, shriek
    Special Qualities: Darkvision 60 ft., immunity to aging, sleep andparalysis, low-light vision, scent, trained steed
    Saves: Fort +6, Ref 4, Will +2
    Abilities: Str 20, Dex 12, Con 17, Int 6, Wis 12, Cha 9
    Skills: Hide +7, Listen +13, Move Silently +11, Spot +16
    Feats: Alertness, Flyby Attack, MultiattackB
    Environment: Warm hills
    Organization: Solitary, pair, or flight (3–6)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Usually neutral
    Advancement:
    Level Adjustment:

    wyvern
    a gargoyle aqua version moddified to be an independent monster
    and wont replace anything but would be a new monster addition.

    could be part of random encounters added to toee for mid or latter game.

    direct download from co8 here
    http://www.co8.org/community/index....2/&temp_hash=0a02ecc9f4b0bbdc7a545042e67513f6

    contains the folder and files needed for model animations and textures,
    and some tips inside to advise adding the new monster.
     
    Last edited: May 9, 2016
  3. Zoltec

    Zoltec Pгōdigium

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    Hi XV, can you make a worg out of wolf model? I want to replace the wolf found in Hickory.
     
  4. Zoltec

    Zoltec Pгōdigium

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    I have just made an independent hair item out of nixie's mod
     

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  5. Zoltec

    Zoltec Pгōdigium

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    Sorry if I hijacked your thread. :)
    This creates a possibility to make your own hairstyles (through anim8or, I've done that before) and colors, but the character should be bald from the start.
     
  6. Zoltec

    Zoltec Pгōdigium

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    tis is a fruit of that, heh this beard will look badass on otis, but he is not able to wear a helmet. but i'll test with other item slot if its working aswell.
     

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  7. XVicious

    XVicious Established Member

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    I have made an update to the tools

    simply to support multi core users and

    guard them from memory inconsistencies that becomes inherent

    to users with multi core systems.

    also I Added options for the command lines

    for inject and inj_insert

    so that there is no need to type the commands with the prompt really anymore.

    you can now just drag and drop the needed files into the mix.



    I was going to post this update to the sticky tools download

    under SkmTools.1.2.C.zip

    I would say to get that version when available.

    there are really no big differences in the ways it works

    it only helps you control core selection while its running

    so that you wont need to change the core affinity to 1 it would do it for you.
     
    Last edited: May 11, 2016
  8. Zoltec

    Zoltec Pгōdigium

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    Thanks for the useful tool but I cannot use it because anim8or is not supported in windows 7, and I am using 7 right now.

    Our mod is continously progressing. temporary beard and model for otis, you can see it when you arrived first time on nulb
     

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