Yeh
#1068 posted by madfox on 2015/12/02 19:51:52
Thanks necros, you're a star!
Now my last intention, say I make it sit, walk to aside for two steps, then I want him back to the startpoint with another function, I think of ai_run, still without attack.
How do I fix that in the stand function?
I mean, the last forg_stand109 goes to forg_walk1.
So I can use this function again, but when I use the ai_run I must formulate the stand function again to forg_stand109 =>forg_run1.
I know this sounds all complicated, maybe I should turn the whole thing into a static entity.
But as far as I can see, the limit of a static entity is 256 frames.
What is the limit of the monster.qc?
Quake1 Player
#1069 posted by madfox on 2015/12/16 05:26:01
I've been tinkering on the player.mdl.
I decided to remodel the whole model poses, just to have the fun of adding some new ones.
I'm not a deathmatch player so I will never have the change to meet him, but if someone has a request to give it a new pose I'm willing to do.
Here's the beta of the foxplayer
I added a swim pose, but any other possibillity would go.
@madfox
#1070 posted by Spike on 2015/12/16 09:00:10
quakeworld requires that your skin is not modified.
you can change the texture coords, but make sure your model still looks okay with the vanilla skin exactly as it is.
(this also applies to nq replacement textures, but is harder to control for).
you can use framegroups to get around protocol limitations. or you can just use a better client that supports higher frame numbers.
@spike
#1071 posted by madfox on 2015/12/16 21:14:21
I don't understand a word of it.
Did I modify the skin texture?
I'm sure you try to inform me well, but I just took the original skinfile and dropped it on the model after making sure it had the same texture cooords and Q1pal. Further I don't have that much engine experience,
I'm just a singleplayer in a shooter fence.
Yeaah Boyyyyyyyyyyy Ressurection
#1072 posted by aDaya on 2015/12/30 00:50:25
After weeks on working with these guys, they're now fully operational (although need some polishing up but still), and are ready to be integrated on top of Scourge of Armagon's source code, so I could use rotating doors, force fields and try to look for a way to make monster spawners to use in TrenchBroom.
Rocketeer - shoots accelerating rockets:
http://image.noelshack.com/fichiers/2015/53/1451432379-infantry20151230002549-00.jpg
Dimensionnal Traveller - once humans seeking the power of Shamblers, they got it without their endurance and resistance to explosions. See Doom 2's Hell Knight:
http://image.noelshack.com/fichiers/2015/53/1451432382-infantry20151230002559-00.jpg
Shell Trooper - A retake of Quoth's Defender, he shoots grenade with great accuracy on top of a nasty Shotgun blast as a close range attack:
http://image.noelshack.com/fichiers/2015/53/1451432382-infantry20151230002619-00.jpg
Butcher - An Ogre that took a cybernetic suit to better endure attacks and switch from a Grenade Launcher to a Flak Canon:
http://image.noelshack.com/fichiers/2015/53/1451432380-infantry20151230002642-00.jpg
Shock Marine - The Elite version of the Enforcer, he's now better equipped to do his job:
http://image.noelshack.com/fichiers/2015/53/1451432379-infantry20151230002656-00.jpg
http://image.noelshack.com/fichiers/2015/53/1451432778-infantry20151230004523-00.jpg
Vortex
#1073 posted by Preach on 2015/12/30 01:48:46
Nice work Daya, glad they're coming together at last!
In celebration of Arcane Dimensions coming out, and some of my models getting some use at last, I've finally got round to releasing a new one! Animated gif and details at the post below:
https://tomeofpreach.wordpress.com/2015/12/30/vortex/
A Request
#1074 posted by adib on 2015/12/30 04:04:47
Daya is now mastering the magic of character development. Respect.
Preach, effects mdl is a great insight. It's environment art, maybe I should start there.
I have a request for modders
It's a player/mapper request.
Arcane Dimensions brought nice improvements to Quake 1 weapons. But a design weakness still annoy me: the boomstick. Why two shotguns? It's Doom inheritance, I believe. It also makes a lame noise, and it's not a very interesting model.
I use this ugly duckly a lot, whenever I want precision at a distance with cheap ammo. Playing thru a level with that "broom-broom" purring stick is a downer.
I'd like it replaced by a powerful silver 45 revolver. Or a desert eagle pistol. It would be hitscan or shoot fast projectiles like AD's shotgun. The damage would be lower than SG, but at a higher fire rate. And it would make a decent noise.
It requires "bullets", a new ammo class. Or maybe it would be a powerful longer gross caliber pistol, wild west style, that shoots shells and toss pellets.
There is the problem of the player's model holding a shotgun. All Quake weapons are long, so that shape of a long gun in his hand doesn't look so odd. The exception is the axe, and the game switches the player model when you choose it. A pistol would require a change like this. Or not?
What do you guys think?
Adib
Throwing in a pistol will only make the game more like Doom. I think Quake could have done better to distance itself from Doom further. I will agree with what you're saying about weapons in a sense. I think AD having a single barrel and a triple barrel is an interesting distinction. I always felt like the starting gun should have been the nail gun, or maybe a crossbow like weapon that shoots nine inch nails.
This would provide a really nice distinction between guns and you could also have a more powerful single barrel shotgun too.
Fifth
#1076 posted by adib on 2015/12/30 04:46:32
Well, if it has to be a shotgun, at least it should be more interesting, since it's an "initial gun" we use all the time. If you want to keep away from Doom, many other games have cool shotties, like Duke Nukem. Better animation and better sound, at least.
I'd say the AD shotgun feels more fun to use even though it's functionally a little worse by not being hitscan.
I Once Thought Of Redoing The Shotgun Models For My Mod
#1078 posted by aDaya on 2015/12/30 10:26:46
adib it's interesting you're thinking of a revolver, because for the redoing of the shotgun I thought of a similar thing, by taking inspiration from this: http://www.smashbros.com/images/character/mii_fighter/screen-9.jpg (minus the fact they're arm canons). I already changed the shooting sound to TF2's scattergun to make it more punchy, and the big change would come in animating and coding the barrel for every shot. It could be renamed as a Revolver that's big and shoots tightly-spread shells.
Same thing for the Super Shotgun, by taking inspiration from Bioshock 2's 2-barelled Shotgun with the 3-shot upgrade: http://bioshock.wikia.com/wiki/File:2BarrelShotgun-2.jpg
So with what's happening now I feel more inclined to work on this.
Daya
#1079 posted by adib on 2015/12/30 12:40:35
Great! I also regret that you're already in a mod, because I have some ideas for one and was hoping to drag you in. It would be sort of steampunk. If you like to talk, send me an email.
Good Vortex Preach!
#1080 posted by madfox on 2015/12/30 15:59:39
Smart way to patch the vertices.
I was trying something with animated texture,
but in game it is too slow
Which Revolver Rifle Has The Best Shape?
#1081 posted by aDaya on 2015/12/31 10:34:16
#1082 posted by Kinn on 2015/12/31 10:51:32
The one that looks best in a first-person view
#1083 posted by Legend on 2015/12/31 17:13:43
@Daya:
Top right.
Top Right
#1084 posted by adib on 2015/12/31 17:42:54
#1085 posted by mankrip on 2016/01/02 23:52:58
For software rendering, none.
The fact you're modeling with quads means there's no way to know what the actual triangle layout will be, and good triangle placement is crucial to avoid bad distortions in affine texture projection.
Triangle placement also affects the gouraud shading (Both in software and GL renderers), but that's mostly a problem in organic animated models with high contrast lighting.
#1086 posted by mankrip on 2016/01/02 23:58:40
Also, without a textured view of the models, there's no way to know if your textures will work well with the triangles.
I Know
#1087 posted by aDaya on 2016/01/03 11:54:37
I was just asking which shape was better aesthetic-wise
Armor Skins That Match The Ones In The HUD
#1088 posted by aDaya on 2016/01/14 16:46:22
Yellow has been left untouched (just like in the HUD) and is here just for comparison sake:
http://image.noelshack.com/fichiers/2016/02/1452786366-armors.png
PCX For Preach MD3toMDL Rules?
#1089 posted by Shambler on 2016/01/18 20:02:26
Posted by Skiffy [115.132.145.180] on 2016/01/18 15:37:14
Does anyone here know what palette format I need to use on PCX files for Preaches MD3toMDL tool to remap the colors correctly for the final compiled MDL file?
I'm using an .act file I've been using for ages making normal Q1 textures for levels but for some reason its not working with this tool. The colors come in all sorts of wrong.
Thanks for any help or tips you might have!
Cheers.
The Quake Palette
#1090 posted by Preach on 2016/01/18 20:24:16
Non-Smarmy Answer
#1091 posted by Preach on 2016/01/18 20:24:18
You need to use the 8-bit, 256 colour palette that Quake uses. The tool ignores the colour values and just reads the palette index values directly(for good reasons I will explain below). This means that the palette you use has to be in exactly the same order as the original palette. You also need to avoid any options that try to reduce the palette when saving the file, e.g. an option which removes duplicate colours.
You might be surprised to learn that the Quake palette features duplicate colours, but it's too late to change that now. There is a red colour which appears once in the 2nd row, and once in the second to last row. The latter row is a fullbright (glow-in-the-dark) row, so there's a difference in game to using these two colours even though the RGB values match. This is why the tool reads palette indices instead - if you only read RBG values you have no way of telling if the pixel was intended to be fullbright.
Preach's Trick:
#1092 posted by necros on 2016/01/18 21:06:51
easy way, load up any random model in qme, import your file as a skin, then export as pcx.
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