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Chasm_quake_devkit
I read a lot of toppics about the possibillity of making a chasm quake convertion. As with the discusion about beez it often ends up whith a lot of whisfull thinking.
Here my intention to do make a chasm.quake devkit.

So far I've got the models in Quake running, but only on "notarget" function. If you have any ideas here is a devkit with the results.
There is still a lot to be done before all subroutines are cleaned up. For some I have a solution, but there are a lot of double poses in them.

To be done:
- stripping the frames for double action.
- adding the attack pain and death qc.
- eventually change the weapons and attack.
- adjusting the sound files.
- making maps for it with the chasm.wad
- extracting the cieling/floor parts.

Here's the first part of The Sewer map I'm making to try out the first three monsters Stratos - Faust and Spider.

chasm_quake_dev02

sewer1
sewer2
sewer3

I know it is a rather big chunk of work.
I just do it for fun and have no commercial intrest.
Just my urge to see that bastards run in Quake.
:P
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Wadfile 
Just added the Goblin with its arrow launch.

I recently lost two computers with all doom editors on it so Im glad I could save what was on the net.
The Gldoom editor won't open the file so I'll see what I can do.

I remember spending a few weeks to convert the wad, but then I didn't noticed the whole chasm game isn't made of polygons, but parts of them packed in *.mdl. That must have saved a lot of data those days.
Also the wadfiles are slightly different.

When I compare the skinfiles of the chasm and quake monsters I must say the chasm ones look rather pale. Not to say the army guy gets yellow, but the difference is obvious. 
 
How is the double projectile coming?

I would not worry about the chasm monsters being pale, you can make the mong more green, but the other monsters are fine.

Or make two versions of the mong, one default, one green, one with a laser rifle, the other with a shotgun like in Chasm 
 
Slade will open the doom chasm wad 
 
I know but I remembered already have converted that wad. 
 
If you are going to make a new skins for the mong faust or stratos, perhaps consider desert camo or black and white camo? 
 
I also looked at all of the chasm monster's attacks. If you can get the double shot working, then none of them should pose a problem.

The only difficult one might be the chasm zombie, it has a range attack that launches the player up, I found a similar attack, but it is AD's hammer ogre, when he smashes his hammer down, it launches the player up. 
 
Sorry, AD's rock golem is a better example for the chasm zombie, sents the player up when he puts he leg down.

and the chasm spider is currently way too strong, it can take more than one grenade and deals too much damage. Please weaken it. 
 
I was already thinking of a shattered attack with so much hammering monsters but that's more for boss monsters. Something like a small earthquake.

Doesn't has the Joker a simmelar attack as the quake zombie? 
 
You can use the go 16 command to go to level 16 for example, to look at the different chasm monsters.

The quake zombie's projectile has a arc, the Joker's projectile is a straight line, no different from a quake monster launching a single nail. 
 
Madfox, when you add the third boss of Chasm, the Phantom, make sure you look at the code of AD's fury knight, the attacks are similar.


https://www.dropbox.com/s/14pcua1ijzlcs9o/fury%20knight.jpg?dl=0 
 
The culprit to the Chasm models looking so pale is the gl_overbright_models. setting this one to 0, or just running it in Aguirre's engine, and the models look nice. 
Deadguy 
Finished the dead guy but I see no way to get its shout attack successfull, so I gave it a zombie attack.

"gl_bright 0" doesn't do anything. 
 
The command is "gl_overbright_models 0"

You said before that you could look at SOA code, I just realized that the boss Armagon has two of the attacks you need, double lasers for the Alien Captain, and Double missiles for the Stratos.

Looks like the Chasm zombie and the Phantom could only be recreated by copying AD code. 
More Monsters.., 
like goblin fatguy deadguy

- Added Goblin - Deadguy and Fatman.
- The last two I gave a zombie attack and a flying axe.
- Not sure about the attacks, but they are quiete effective.
- Stand pose of the Goblin may be too slow.
- Corrected Stratos sink in the ground.

dev2.11 
 
Just tested, the Goblin is missing one attacks, it would also melee you with the bow in its left hand, right now it does not. Also, it should have a laser crossbow, so it should fire an enforce blast instead.

The zombie is good, but should only be vulnerable to explosions. I will try to find help for you to attach the rock golems attack to it.

Punisher is good, change the skin file to a Bloody axe.

Why doesn't the Faust's rocket explode? You have trouble creating the rocket explosion?

Can you throw some Death Knights and Ogres in there for infight with the punisher? 
 
Sorry, the Goblin's left melee attack is there, I just missed it.

Since you gave the punisher a flying axe attacks, so I assume giving the joker a flying buzzsaw attack and giving the Orc a flying spear attack will be no problem? 
 
Punisher is also too short, should be the same height as a death knight. 
 
I think the deadguy's bounding box is too short, nobody infights with the deadguy 
 
The goblin should only make a sound when it sees you, when it is attacking you, it is silent. 
Skins Too High 
madfox, please rearange UV maps in more horizontal way. Quakespasm have limitation in skinsize. 
 
Use quakespasm spiked 
Ah.., 
I gave Punisher a double sided axe. A bit tricky as the skinfile has an unuseable skinfile of 960x64. So I don't see a way to change it. If you open up the pak file you can see for yourself.
The sickle of Joker has the same one sided vertices, but as soon as I merge a j_disk model the skinfile gets ruined.

Faust's rocket misses the explode sound.
Bouncing boxes are a bit chunky.
I will silence the goblin.

Just added Joker, Gross and Lion guy. Wondering how to get the lather throw rubble.

I use Quakespasm-spiked. 
 
madfox, after rearranging the UV maps you could bake another texture (skin) in whatever 3d modeling program you use. I don't want to be rude, but you are limiting your mod unnecessary.
By the way, I love chasm, and the models will fit perfectly in the Quake world. 
Rude Amental 
@sixshoot: When I started to convert the chasm models, I translated them all to dxf. After that I had a new base model to use the skin files.
However, because they were not nearly as good as Noesis does, I use this one.

I think it is not that hard at all to arrange the UV maps, only I have never done this before.
So instead of being rude it's more your attention to this fact and my knowhow has its limits.

chasm_quake_dev2.12 
 
It's hard for us non-professionals. I've tred before to mess with the original mdls. It was very time consuming.

see my resoults:
https://www.mediafire.com/file/6luu1um1bd3s9uf/qnights.zip/file 
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