 @madfox
#15765 posted by Tribal on 2018/07/29 01:35:03
This is awesome! =D
I saw the dragon/serpent flying in one of the screenshots... Your mod will feature all the unused models?
just for curiosity's sake i've found this page with three skins for some of the monsters of qtest http://androidarts.com/kawaiik/kawaiik.htm#qtest
 @tribal
#15766 posted by madfox on 2018/07/29 03:21:32
Yes, all models that were in the original q1test.
I added the advanced dragons from Patrick Martin,
and my own Serpent and Axe_Ogre.
I'm fiddling a bit how to make the Axe_Ogre pee, laugh and give him flees.
Still in beta, but if you're curious, see the coding thread.
 &
#15767 posted by madfox on 2018/07/29 03:37:16
realy thanks for the skinfiles. Vormit already had a skin from the conversion of Dark Mage.
I was forgotten about the androidarts.com.
 Madfox
Looks great!! looking forward to this!
 Morphing Monster
#15769 posted by madfox on 2018/07/30 20:00:17
The Quaddamage and the Serpent
 Nice Sprite, Kell!
#15770 posted by madfox on 2018/07/30 21:27:36
Thanks to the coding of Dr.Shadowborough I overcome this great moment. Looks quiet spectacular, although the demo only works on quakespasm ad standards.
Be aware, it's alife
 Madfox
Nice! Some sound design should help make it a bit more menacing.
 @dumptruck
#15772 posted by madfox on 2018/07/31 01:27:21
Ha, I'm a creep recording Q1.
Mostly I'm interested in the way it is done in the code.
Like the Headcrab in RMQ, I tried to extract it from the src,
but it is so integrated I can't lay my hand on it.
#15773 posted by yhe1 on 2018/07/31 09:09:43
Madfox, are you still going to try to create some chasm monsters?
#15774 posted by Qmaster on 2018/08/01 01:24:55
That looks cool. That pentagram effect was awesome. Is that all original?
 Eyecandy
#15775 posted by madfox on 2018/08/01 05:52:59
@yhe1- I finished the dino, although it's hard to give it the right skin.
I started with straphos and I must say the examples to work from are rather poor.
@Qmaster- Most of the coding is done by Shadowborgh. I was looking for a statue code and he turned it into this rare scene of turning a static into an entity. It is still a bit kinky and crashes on "trigger in clipping list".
#15776 posted by Yhe1 on 2018/08/01 06:04:24
madfox, I will gladly donate if you can create the monster and weapons in quake, since that chasm port appears to have stalled.
 Yeh1
#15777 posted by madfox on 2018/08/01 20:58:03
I finished the scorpio and the dino, as the static entity of the fans.
For my clear understanding,
you want all weapons and monsters from Chasm in Quake?
That's a pretty large case.
This is what I'v got so far.
chasm_q1mod
#15778 posted by Yhe1 on 2018/08/01 22:56:30
Well, I am not demanding anything, but since you are creating new monsters and weapons anyway, why not take inspiration from Chasm?
I know m210 got a lot of donations for Bloodgdx, and Chasm doesn't have a finished port
#15779 posted by muk on 2018/08/01 23:32:41
I know m210 got a lot of donations for Bloodgdx
Explains why all instances of bloodgdx have been nuked from orbit
#15780 posted by yhe1 on 2018/08/01 23:35:10
Nah, that was just m210 trolling everyone
#15781 posted by muk on 2018/08/02 00:16:38
A highly respectable decision. Should donate more money to the cause.
 Title Screwers
#15782 posted by madfox on 2018/08/02 06:18:30
While working on the Stratos model I exceeded the tris/verts limits.
So I left it at that point.
I'd like to develop models, but it always goes as far as I've got fun in doing. I once tried the GlDoom models and that was alright, but these models were already in obj format.
#15783 posted by yhe1 on 2018/08/02 07:38:49
#15784 posted by Yhe1 on 2018/08/02 09:14:40
I checked, they are converted in the pak file
 Well
#15785 posted by madfox on 2018/08/02 19:54:16
That's a better way to start then constructing them myself again. Looking for a way to export them and add poses and skin.
 Quick Try
#15786 posted by madfox on 2018/08/02 21:45:49
I can import it from a md2 to a mdl model.
Only the skinfile is a bit tricky, as I have to remodel it again. There are a lot of vertices under it, out of the basebox of the model I had to delete.
q1stratos
#15787 posted by yhe1 on 2018/08/02 22:29:57
I'd be curious to see how it mixes with enforcers when you are done.
 Porting
#15788 posted by madfox on 2018/08/03 00:41:18
I have always wondered how difficult it is to fulfill a wish
until I have the know-how to make it work.
skinny
#15789 posted by Tribal on 2018/08/03 00:46:19
I thought all Quake engines nowadays supported md2 files :/
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