#16218 posted by madfox on 2019/09/25 21:00:14
I thought the skin limets were 300xwhatever, although quakespasm_spike_ad these limits were crossed.
#16219 posted by yhe1 on 2019/09/25 21:50:49
can you upload the quakespasm_spike_ad?
Link Quakespasm
#16220 posted by madfox on 2019/09/25 23:16:27
quakespasm_ad_mod
I tried chasm_quake_dev01 out on a win98 computer with winquake and it runs fine.
Or This One
#16221 posted by madfox on 2019/09/25 23:22:10
#16222 posted by yhe1 on 2019/09/26 05:12:49
No, I mean the program directly from your computer.
I tried again, quakespasm give me the faust skin error
Right
#16223 posted by madfox on 2019/09/26 07:23:37
#16224 posted by yhe1 on 2019/09/26 07:45:41
Notarget ?
#16225 posted by madfox on 2019/09/26 08:36:07
It looks as if the entity wants to attack you.
Mod will only work when using no target as soon as the game starts.
#16226 posted by yhe1 on 2019/09/26 08:48:21
Got it, thanks, the skin is much better now
Skin Size
#16227 posted by madfox on 2019/09/26 21:43:31
After I took the time to seperate each model to import it as a common sized skin file, it really took time to evaluate the 64x1010 chasm skin. This is an odd size anyway.
It only could get more bad before I realized Noesis converts them to mdl with the according skin.
Looking at Faust eyepiece I don't think I could reproduce it on 300x200.
I wonder if there is a way to extract the 64x1010 file.
It seems I need more knowledge of the UV filter.
#16228 posted by yhe1 on 2019/09/27 00:04:30
I don't think the skin file size is a big issue, as the regular quakesapsm could just expand its limits.
I also tested it on Aguirre's engine, works fine there also
Seize
#16229 posted by madfox on 2019/09/27 06:09:02
What about the size of the entities?
In Chasm I'm not further than the second level, so I'm not that experienced.
All I can do is compare the two games and it looks as if all y-axes are somehow " shrinked".
#16230 posted by yhe1 on 2019/09/27 06:45:30
You mean the size of chasm monsters compared to quake monsters?
< Eyesight
#16231 posted by madfox on 2019/09/27 09:07:52
The comparishment between the way chasm monsters appear in Chasm and how they look in Quake. I think of a mincer and a goblin with a smaller bbox than fire height, or should I look to an orc on eyesight or look up at it.
#16232 posted by yhe1 on 2019/09/27 10:48:58
Are you worried that the height will affect the monsters attacks?
#16233 posted by yhe1 on 2019/09/27 21:42:50
Also, where is the skeleton and the final boss of the addon? I do not see him in the loko video
I Think This Is A Bit Off Topic?
Maybe a dedicated Chasm mod thread is in order?
#16235 posted by metlslime on 2019/09/27 21:56:19
or move it to Modelling Help
#16236 posted by metlslime on 2019/09/27 21:58:06
Fire Height
#16237 posted by madfox on 2019/09/27 22:19:00
I made all chasm entities seized between a quake ogre and rotweiler.
I seized the Worm like Shambler.
Maybe they should be more ponounced.
Off Topic
#16238 posted by madfox on 2019/09/27 23:00:14
Maybe you'te right. I never started a new toppic, maybe time to do so.
#16239 posted by yhe1 on 2019/09/28 00:45:31
As long as the chasm monsters can attack the player properly, I don't see how size is a big issue.
Lords Of Chaos - Initial Screens
#16240 posted by Borax Man on 2019/09/29 11:50:58
It's been about 20 years since I last made any level for Quake. After a long hiatus, I made a Doom 2 WAD (DK Shrine - Remastered) released earlier this year, and I've moved on to Quake.
I never thought I made a Quake level which I would consider 'good'. Lords of Chaos I hope will fill the gap. A large level, which will be more about exploration and ambiance, with a horror theme. I'm using dumptruck ds's progs_dump, but apart from that, and some textures from 3rd party wads, its a classic Quake experience.
I'm over halfway done, as most of the map is fleshed out, just needing details and gameplay elements thrown in.
http://members.iinet.net.au/~dennisk@netspace.net.au/loc/loc1.jpg
http://members.iinet.net.au/~dennisk@netspace.net.au/loc/loc2.jpg
http://members.iinet.net.au/~dennisk@netspace.net.au/loc/loc3.jpg
http://members.iinet.net.au/~dennisk@netspace.net.au/loc/loc4.jpg
Borax Man
Those shots look properly menacing. Good luck. LMK if you need help with pd_ and also, we're working on 1.1.2 right now. It has some bug fixes and a handful of features. Not sure when it will be ready. Hopefully days, not weeks.
Good luck on Lords of Chaos.
#16242 posted by Joel B on 2019/09/29 19:21:07
Yeah I like those touches of color. Really helps in a metal theme map. Reminds me of jam3_ionous just a bit.
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