#133 posted by negke on 2008/08/31 13:18:49
Then maybe it's a skeleton of a Deep One.
So
#134 posted by madfox on 2008/08/31 21:08:38
where are my x-ray spectacles...
Well Pardon Me For Pointing It Out
#135 posted by Kell on 2008/09/01 00:45:26
Awesome
#136 posted by ijed on 2008/09/01 02:14:57
How Did Kell Infer Hostility From Madfox's Post?
#137 posted by Lunaran on 2008/09/01 03:28:22
especially after he said "you're right"
Haha
#138 posted by madfox on 2008/09/01 22:16:46
It is probably the repronauncion of "right", which suddenly gave me the impulse of inforcement of your answer.
I'm more concerned with someone telling me of his statement, from which I can learn, than I felt disputed.
I have the cyberdemon from doom converted in Quake. When I added the cybershot to its subroutines it came to as if the projectile comes turned to the player in stead of round rotating.
It rotates, but in the wrong way. I tried to change the compass angles but the effect stays.
http://members.home.nl/gimli/cyb01.jpg
so the chance it faces the player becomes random.
http://members.home.nl/gimli/cyb02.jpg
.avelocity
#139 posted by Lardarse on 2008/09/01 22:51:37
controls rotation speed.
In the code where the missile is fired, do
newmis.avelocity = '0 300 0';
You will need to experiment with the numbers. One of them does end over end rotation (like it is rolling towards the target), one of them does frisbee-like rotation, and the other does corkscrew rotation, where it apears to drill its way through the air. You can adjust the size of the number (it's degrees per second), and also the sign of the number (negative will rotate the other way), and you can also specify all three (grenades do this).
self.angles will likely want to start facing the directin of fire. See how the rocket code sets newmis.angles for how to do this.
#140 posted by Omus on 2008/09/02 00:10:54
missile.velocity = (self.enemy.origin - self.origin) * 1000;
missile.angles = vectoangles (missile.velocity);
missile.avelocity = '0 0 1000';
Thanks!
#141 posted by madfox on 2008/09/02 04:47:24
Will try this out, explains a lot of the way it can be done.
Here's some new convertions.
http://members.home.nl/gimli/cyber0.gif
http://members.home.nl/gimli/s0ul.gif
http://members.home.nl/gimli/manq0.gif
The textures are still awfull, but sofar I got most frames for the model to make them work in Quake. Having now this mancubus shooting two guns at the same time... is this just alike the wizard spike?
Cyberdemon Looks A Little ... Short
#142 posted by Lunaran on 2008/09/02 05:33:16
shouldn't that dude be like 128 tall?
MadFox
#143 posted by JPL on 2008/09/02 09:55:59
There is already a CyberDemon model available I reused in Event horizon map. Unfortunately I don't think I have the corresponding .qc files...
However, if I rememeber well, aguirRe provided me some help for progs.dat generation, and about CyberDemon model skining, so I guess he has the .qc files: ask him ;)
#144 posted by Omus on 2008/09/02 11:58:36
Unless I'm mistaken these are conversions of the jDoom models. I remember an ancient cyberdemon qc mod but the model probably wasn't great.
#145 posted by madfox on 2008/09/02 13:06:32
The models are scaled to the player length so I can test them in Quake. When the frames are centered it is easy to rescale them. I'm just trying sorts of attacks. Like the Cybershot.
JPL - If you used it in your mod then the progs.dat could be recompiled for the corresponding mdl. My convertions are just a hype of the moment, and I wonder if I can adjust a quake.qc
I downloaded the models on a site when I discovered they were convertable with Milkshape. I just need one for making a base model. Could be jDoom, I forgot. The frames content respawning acts, which indicate they were for respawn.
Omus / JPL
#146 posted by JPL on 2008/09/02 13:45:51
Check out this http://lambert.jeanphilippe.free.fr/DownLoad/src.zip
and/or ask aguirRe for further details and qc source code ;)
BTW I think the CyberDemon model I used was quite good ... test it and let me know..
Wasn't That Babel?
#147 posted by ijed on 2008/09/02 15:55:04
For the cyberdemon.
Or there's YPOD - Your Path of Destruction.
Ijed
#148 posted by JPL on 2008/09/02 22:14:46
Indeed, Babel is the original bsp where the CyberDemon model has been first used ;)
Iirc
#149 posted by necros on 2008/09/03 01:00:16
the ypod doom models were pretty terrible... the jdoom md2s are much better
QDoom Models
#150 posted by madfox on 2008/09/03 11:37:09
Thanks for the map, jpl, looks good, but I haven't Quoth installed, so I 'll try it later. I thought it had a progs map.
I have six doom models now and beside the fact the texuture thing isn't right yet,they get harder to beat!
http://members.home.nl/gimli/do0m.jpg
http://members.home.nl/gimli/doom.jpg
Lost souls has a fine explode end. Another thing is that killing the Mancube or the Demonpig gives that awfull lot of gib.
Maybe let them all explode.
Hehehe
#151 posted by meTch on 2008/09/04 02:53:52
the mod im making at one point all the monsters gibbed at -0 health, and i had about 40 lines extra of "ThrowGib ("progs/gib3.mdl");"
and on top of that i had pices of monsters cut out and made gibs of those, it wasent too bad, it would only drop you to 3 fps if u killd 3 monsters in a row, but in multiplayer online it ould paketoverflow and cut the sound out {it has monsterbots and i removed alot of the "if != Deathmatch stuff"}
hehehe the sever would crash 5 times a playtest XD
Do The Imps Have Socks On?
#152 posted by Lunaran on 2008/09/04 04:26:01
Cyberdemon Source Code
#153 posted by Baker on 2008/09/04 07:02:32
Diabolic
#154 posted by ijed on 2008/09/04 13:44:55
, Hellish socks woven from the screams of a thousand damned.
The monsters look great, the best Doom conversions I've seen.
But is the screenshot a bit stretched vertically? Or is it just the fov?
ZDoomGLmd2 Models
#155 posted by madfox on 2008/09/05 00:31:33
Must be a great carnage, meTch. I never managed to bring up more than eight monsters at the time before the package overflow killed the game.
Lunaran - no he just came back from the herrador.
It's a tough job to make them stand centered, as registering the frames can make them fly a little from the ground, or make them shake horrible. Hope the dimensions are more to your apreciation?
Baker - thanks! I'll take a look at it.
Ijed - The screenshot is made in air, because I had hardly time to survive!
I found the zdoomglmd2 models, which were easily convered with md2mdl. I think in Doom it are sprites, which circel around, while now it are 3Dmodels. Makes the texture thing harder.
I'm trying to add the same subroutines to them as in Doom. For now only Soul Souls is suceeded.
Lost
#156 posted by madfox on 2008/09/05 00:34:25
souls...
Make Them Roam Around And Steal All The Ammo And Shit U Need
#157 posted by meTch on 2008/09/05 02:24:32
http://minion.planetquake.gamespy.com/tutorial/tutor11.htm
its great fun having to wait for the healths respawn whilst doging nails
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