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Quake 1 Custom Monsters
since there's been some discussion of custom monsters, both old and new, I thought I'd share these ideas I've had pulsing in my cerebelum for some time. Depending on my current mapping projects, I'd like to try modelling these sometime in the near future, but I'll pitch the design briefs here and let you foul creatures leer at them...
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Necros 
just opened your resend from 14th. Feedback to come, as always >:D

cheers 
Kell: 
loki: http://www.planetquake.com/necros/temp/shot0021.jpg

notice the cool horn shaped feet things? ;) 
A Fiend From The South Pacific Perhaps? 
<nt> 
Heh 
I like the almost-haiku up in the corner, too. 
Necros 
thats weirder than I thought; so it actually walks on the points of it's talons. Interesting :) I have your latest mail, feedback shortly ( when I walk to a better cafe :P )

/cl_army_boots 1 
Holy Shit. 
i've just discovered one can specify _any_ colour on the palette for explosions. O_O

also, did you get my reply on TE_BEAM? you made no mention in the later feedback (may17) so i'm thinking you didn't get it. 
Necros: Explosions 
How? Are you sure this works in all engines? 
Well, 
it worked for rogue's mission pack. 
Ok, I Figured It Out -- I Think... 

WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_EXPLOSION2);
WriteCoord (MSG_BROADCAST, coordinates_x);
WriteCoord (MSG_BROADCAST, coordinates_y);
WriteCoord (MSG_BROADCAST, coordinates_z);

you use the normal temp entity setup like for all the others, but...

WriteByte (MSG_BROADCAST, #);
WriteByte (MSG_BROADCAST, #);


replace # with actual numbers.

add in those last two lines. the first writebyte controls the palette colour to start at (look at any quake palette and count the blocks to find the colours you want)
must be a number between 0 and 255

the sencond writebyte controls how many colours to go up, to add some variety to the particle colours. so a setting of 3 would use the colour you specified and the next three. (or maybe it's the one you specified and the next two... not sure, i don't sharp enough eyes i guess. ;) )

don't forget you need to declare the TE_EXPLOSION2 constant in defs.qc or just put the number 12 instead as that's what the constant is set to.

cheers! 
Necros 
yup, I got your reply re: TE_BEAM ( and the resend ) I was just waiting 'til I had some stuff to send and was keeping it a bit separate from the gaunt discourse for the moment.
I concur with your general opinion, though I still want to implement the design. Shouldn't be very hard anyway, and I have some specific map designs that are highly relevant.

Feedback later today. If I seem to be getting a little slow with replying it's just that I think I should spend more time in front of qME and Radiant instead of Hotmail ;)

cheers, dude 
Some Stuff You Might Be Intrested In.... 
I made a model once for a 'broodling', kinda like a small vore-type monster (looked related to a vore). The idea was that it would walk on dark ceilings high above, then drop down on a line of 'spider web' (invisible really) when the player had his back turned. It would then creep up behind the player (actually you could hear a quiet clicking of its claws) and perform a simple melee attack. Typically get around 6 of them attacking at the same time. You could send a rocket up into dark ceilings and see them falling down like apples ;) .
The code was never quite finished though. If anyone is interested (ie: wants to use them in a map or something) I'll upload the stuff.
Also I made a maggot enemy with an example map, you might have seen it. 
Also 
Someone should also convert all the Hexen 2 monsters... 
I Need... 
...some smallish, fast and scareish monsters in Quake, just like facehugger from AvP or headcrab from Half-Life. That's first.

For the second I'd love to see a decent flying enforcer with proper model, animation and code.

For the third I'd much appreciate any good techy-melee monster, like, I dunno- a fiend plated with armour, mechanical dog or something like that.

However, you guys rock with modelling, skinning, coding and sounding the new stuff for Quake, which the community can use in projects, maps etc. Respect to you all, magicians =) 
MisYu 
'...some smallish, fast and scareish monsters in Quake, just like facehugger from AvP or headcrab from Half-Life. That's first.'

Kona's Carved in Flesh has a miniture but fast fiend that is very convincing in that role. 
HeadThump 
But the problem is I don't understand and tolerate any resized standard Quake monsters, because it looks ridiculous. =( =( 
Necros And I Are 
so ahead of you guys ;)











<scitter>*twitch* 
Kell, 
my model work using Blender isn't intended for Quake, but okay, you deserve that one uppage 
It Wasn't Intended 
as one-uppage 
Go Ahead, The Model Is Nice 
pat yourself on the back. You're a good kid, Kell. Don't be so hard on yourself. 
Kell 
Cheeky bastid... now put your web page back up somewhere (if it is already, URL!?) 
'You're A Good Kid, Kell. Don't Be So Hard On Yourself.' 
was meant as a South Park allusion and not as an insult. You're awesome, Kell.

Anyways, my mom says I'm cool. 
Sorry About Bumping The Thread 
but hows the progress going?
(i'm a little excited about new monsters) 
Very Well. 
^_^ 
Well... 
Floyd went to the petition for making Logo
candidate, meanwhile bulls and crickets made Floyd almost run for soldier.

http://members.home.nl/gimli/floyd02.jpg
http://members.home.nl/gimli/floyd01.jpg
http://members.home.nl/gimli/floyd03.jpg

For the part of the floyd.mdl I'm working on;

http://members.home.nl/gimli/floyd01.zip 
Floyd03... 
LOL 
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