.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
Whoever Mentioned Swimming Fiends
#158 posted by Shambler on 2008/09/12 23:23:05
You cunt, I had a disturbing dream about them the other night. Some massive map partially flooded and fucking Fiends swimming along the surface. I think in my dream Ijed made the map, so I'll blame him too.
Fiends Can't Swim
#159 posted by - on 2008/09/13 04:51:11
the water hurts their eyes.
Yes, I Did
#160 posted by ijed on 2008/09/13 04:59:14
A friend of mine had a nightmare about z-fighting. I told him it was time to change jobs.
This Map.
#161 posted by Shambler on 2008/09/13 13:46:51
Didn't have any z-fighting in thank fuck.
What it was....imagine a series of vast, open, intertwined canyons. Some islands in the bottom and maybe the odd random structure. Very tall and very deep water at the bottom. The walls had a typical Quake rock texture and the water had various Quake water textures depending on depth. Standard Quake sky too.
There were lots of Scrags around and plenty of Fiends. I remember luring Fiends off structures and the diving into the water to get out of trouble. And ending up in more trouble because the Fiends were swimming around not romping around on the deep bottom. And there were loads of Scrags shooting me from miles away. It felt pretty hard and reminded me somewhat of the "out of depth"-ness I felt in Warpspasm.
Errrm yeah.
#162 posted by negke on 2008/09/13 13:53:13
The exceptional number of map releases has left its mark.
And How Did Zis Make You Feel
#163 posted by Lunaran on 2008/09/13 13:58:17
please, tell me about your mozzer
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