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Author Topic: Help with creature design  (Read 2263 times)

Thuellai

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Help with creature design
« on: October 28, 2014, 11:06:27 pm »

Hey guys, wondering a couple things I could use help on in developing new creatures for the MHU mod.

1.  How do I apply a template to only one part of a creature?  I'm working on a creature with armored fore-arms, and I want to represent this by giving its lower arms the SHELL template, like an armadillo uses for its shell.
2.  What's the appropriate RELSIZE tag to give a quadruped claws that are double the normal size?  Part of the same critter.  Likewise, if I want bunny-esque ears, that would be a matter of simply giving its ears a bigger RELSIZE tag on the creature level, right?
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StagnantSoul

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Re: Help with creature design
« Reply #1 on: October 28, 2014, 11:12:07 pm »

Someone please show him how to do that shell arm thing. Maybe show him how to give it shell bones too... For no reason.
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Putnam

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Re: Help with creature design
« Reply #2 on: October 29, 2014, 12:12:11 am »

1. Basically, make a new body detail plan. Really basically. I'm not quite good enough at those to explain them to a beginner (they don't come up often...)
2. Double the normal size. Larger RELSIZE gives you bunny ears, yes.

Thuellai

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Re: Help with creature design
« Reply #3 on: October 29, 2014, 12:19:14 am »

1. Basically, make a new body detail plan. Really basically. I'm not quite good enough at those to explain them to a beginner (they don't come up often...)
2. Double the normal size. Larger RELSIZE gives you bunny ears, yes.
Problem is, the relsize for claws isn't listed in the QUADRUPED_NECK body-plan, unless I'm missing something.  It has normal-sized paws with long, knife-like claws, which I'm trying to replicate.
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When you're following an angel, does it mean you have to throw your body off a building?

"So kids, what story do you want me to read to you tonight?"
"Oooh!  Oooh!  Goldibeard and the The Rotting Corpses!"
~LegacyCWAL

Bogus

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Re: Help with creature design
« Reply #4 on: October 29, 2014, 08:15:05 am »

just putting something like

[RELSIZE:BY_CATEGORY:CLAW:300]

into the creature file would work?
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Dirst

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Re: Help with creature design
« Reply #5 on: October 29, 2014, 10:25:38 am »

1. Basically, make a new body detail plan. Really basically. I'm not quite good enough at those to explain them to a beginner (they don't come up often...)
2. Double the normal size. Larger RELSIZE gives you bunny ears, yes.
Problem is, the relsize for claws isn't listed in the QUADRUPED_NECK body-plan, unless I'm missing something.  It has normal-sized paws with long, knife-like claws, which I'm trying to replicate.
That's because the claws are not part of QUADRUPED_NECK.  Look for example at the dog's body:

[BODY:QUADRUPED_NECK:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ_REG:4TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[BODYGLOSS:PAW]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]


This places a layer of NAIL on the front of each TOE.  I'm not sure you can fiddle with the size of the nails directly (please someone correct me if I'm wrong), but you can fiddle with the size of the clawed fingers/toes, and the velocity/penetration of the claw attack.

To armor the "forearms", it should be as simple as declaring a SHELL material and tissue then

[TISSUE_LAYER:BY_CATEGORY:LEG_FRONT:SHELL]
[TISSUE_LAYER:BY_CATEGORY:FOOT_FRONT:SHELL]


I put forearms in quotes because quadrupeds don't have upper and fore parts of their limbs.  Just limbs.
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Thuellai

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Re: Help with creature design
« Reply #6 on: October 29, 2014, 12:47:53 pm »

Thanks, Dirst!  That helps a lot.  I think SHELL technically already exists - Armadillo uses the tissue template for its shell, along with a few others - so that part should be easy.
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When you're following an angel, does it mean you have to throw your body off a building?

"So kids, what story do you want me to read to you tonight?"
"Oooh!  Oooh!  Goldibeard and the The Rotting Corpses!"
~LegacyCWAL

StagnantSoul

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Re: Help with creature design
« Reply #7 on: October 29, 2014, 05:45:49 pm »

Si I could make something's teeth steel that way?
[TISSUE_LAYER:BY_CATEGORY:Teeth:STEEL[/tt]
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Putnam

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Re: Help with creature design
« Reply #8 on: October 29, 2014, 06:00:46 pm »

INORGANIC:STEEL, not just STEEL.

StagnantSoul

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Re: Help with creature design
« Reply #9 on: October 29, 2014, 06:02:37 pm »

[TISSUE_LAYER:BY_CATEGORY:TEETH:INORGANIC:STEEL][/tt]
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Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
Places to jibber madly at each other, got it
Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

ArKFallen

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Re: Help with creature design
« Reply #10 on: October 29, 2014, 07:12:13 pm »

So cute. Doing the things wrong ^_^

[TISSUE_LAYER:BY_CATEGORY:TEETH:INORGANIC:STEEL]
This is supposed to be a tissue ID. Putnam gave you the material, silly Putnam~
(Still a damn good modder though)
Also if you do this before the BODY_DETAIL_PLAN tissue token things (but after the BODY token!) you will make the inside of their teeth that tissue. If after them, the tissue will be the outermost tissue layer. To understand this better play with the COLOSSUS_BRONZE or make a bunch of creatures without using BODY_DETAIL_PLANs.


Dirst is good, listen to Dirst. The other way to change the amount of nail is to select the tissue layer and bump TL_RELATIVE_THICKNESS, which makes more of the body part made of that tissue. Whether that affects attacks I haven't tested.
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StagnantSoul

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Re: Help with creature design
« Reply #11 on: October 29, 2014, 07:16:16 pm »

How do I do it right then? I don't know how most of those ID things work, other than RUBY_STAR and such.
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Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
Places to jibber madly at each other, got it
Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

ArKFallen

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Re: Help with creature design
« Reply #12 on: October 29, 2014, 07:37:39 pm »

How do I do it right then? I don't know how most of those ID things work, other than RUBY_STAR and such.
There are no steel bearing tissues so you must make one. I really suggest you comb through at least 1 file with a different beginning word in raw/objects (creature_,b_detail_plan,inorganic_,plant_,etc) to get a feel for various content as a lot of it interacts. The wiki is also a godsend once you have ideas (or to get them).

Code: [Select]
[TISSUE:STEEL]
[TISSUE_NAME:tooth:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:INORGANIC:STEEL]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
Followed by [TISSUE_LAYER:BY_CATEGORY:TEETH:STEEL] would give aforementioned steel plated teeth. Also, I'm pretty certain your Steel Teeth question has been fully covered repeatedly. I even told you a super elegant way to do so. But now I'll cludge you with it.
Code: (After all BODY_DETAIL_PLAN things) [Select]
[SELECT_TISSUE:TOOTH]
[TISSUE_MATERIAL:INORGANIC:STEEL]
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StagnantSoul

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Re: Help with creature design
« Reply #13 on: October 29, 2014, 07:41:48 pm »

I was told by someone else that that wouldn't work.
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Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
Places to jibber madly at each other, got it
Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

ArKFallen

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Re: Help with creature design
« Reply #14 on: October 29, 2014, 07:56:31 pm »

I was told by someone else that that wouldn't work.
If you mean the latter it has been a while so I'll test.
*later*
They're wrong. Using this to turn skin's material to steel causes skin material to not appear from butchering but steel instead. It also makes attacks glance off without quality metal weapons.
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