Those Textures Didn't Do Much For Me, Either.
#142 posted by R.P.G. on 2004/08/16 19:26:07
But I was still able to create something.
http://rpg.spawnpoint.org/images/blah/newunfer.jpg
</p1mp>
Oh
#143 posted by R.P.G. on 2004/08/16 19:26:48
That wasn't meant to be a slag. :(
Tronyn,
#144 posted by HeadThump on 2004/08/16 19:42:18
How much more time do you plan to put in to the project (Arcane). I'm still trying to get a partial conversion project of my own out the door, but if I have it completed in the next few weeks, I'd like to finish up the Ikblue section I've worked on previously.
A little discription, the wall layout is based upon some intricate Sufi abstract art my brother in law stumbled upon in Bahrain. Connect the walls with domes and butresses, and fill in the floors with pools, pillars and archways and it should be a unique looking palace when it is done.
BTW,
#145 posted by HeadThump on 2004/08/16 19:44:17
if you are finishing up in the next few weeks, I'll gladly put my Partical Con asside and work more extensively on the IkBlue design.
Heh
#146 posted by Tronyn on 2004/08/16 21:29:04
headthump: oh no don't worry, this has a lot more than a few weeks left. If you finish your section, I will either graft it onto my map or to distrans' map, as both use IKblue so it should fit in nicely. sounds good.
necros: looks like he's got you there :)
You can send it to netgames@netdp.com
Maybe I could convert it into a boss arena for the pack or something.
Tronyn
#147 posted by dylan on 2004/08/19 21:59:18
the sooner you get back to me on which models you want to use the better, also i can make a shitload of map models as soon as i am done with the enemies so a list of what you would like would be great. as well as what any other mappers would like.
Hmm
#148 posted by Tronyn on 2004/08/20 17:34:42
I'm having troubles opening the models with my qME. I guess I'll try downloading a different version or something...
.
#149 posted by necros on 2004/08/20 21:21:14
if you double click on .mdl files, and have qme associated with those files, i find that the program fails to load the models. the only way to do it is to open qme and use they open window to load models...
Would You Like Them In Mdo Format?
#150 posted by dylan on 2004/08/20 21:30:32
i can send them in .mdo format, qmelites native format, or as necros stated try opening them from qme.
Hmm
#151 posted by Tronyn on 2004/08/20 22:27:36
yeah I have tried what Necros suggested and still have the same problem, so maybe send them in .mdo format and hopefully that will work. Thanks.
Tronyn,
#152 posted by dylan on 2004/08/21 12:34:06
i resent them in .mdo format as well as a copy of my qme.be aware tho in .mdo format they do not have quake 1 colormaps so they will look slightly different
Dylan,
#153 posted by Tronyn on 2004/08/21 19:58:24
Alright it worked, I had a look at the models. A lot of them look really great, nice work! Some of them look too futuristic for this project, but others would fit the theme nicely (the mad doctor one particularly, the soldier, maybe the new ogre, etc). It would be great to have some visual variety for monsters.
For map models, I've got 3 varieties of tortured zombie that you could finish (one hung by neck, one hung by wrists, one spitroasted, all animated :), then we could figure out what other kinds of evil stuff would work well for these maps.
I'm going to update the web page for this site right away, I've got the prefabs ready, the update should also contain some new screenshots from myself and Pulsar, and a preliminary entity list.
Cool Deal
#154 posted by dylan on 2004/08/21 20:20:33
i figured some were to futuristic, my first concepts were quake2 as a sequel to quake 1. go ahead and send me the map models you want me to finish, and i have a bunch of sketches i might try to scan of what i want to go with.
tronyn:
whats the deal with the downloads of:
[1] the night journey
[2] an old old evil
are these the finished versions? or are they still being worked on?
I Had An Idea
#156 posted by dylan on 2004/08/21 21:21:44
if the game is based around the necronomicahn then why not have part of the game play based around collecting pages. for example pages could be used for keys or spell weaponry. it was mention that we might replace the lightning gun, so why not have a page from the book with a spell to shoot lightning, or we could make it discharge a swarm of locusts with some .mdl changes and new sounds the current damage and what have you can be the same, and the rocket launcher could be a fire ball spell(because outside of texas i do not know of a library with a rocket launcher inside :)).
just an idea
Uwf
#157 posted by Tronyn on 2004/08/21 21:22:23
Daz and I are theoretically still finishing the Night Journey. I did some work on the new version of The Arabian Nights a couple months back (shots are in the screenshots thread somewhere). However, right now I'm much more concentrated on finishing other projects rather than NJ, but it's safe to say that some day it will be finished. The current download is just sources and junk etc.
As for an old, old evil, I actually recieved an email from Murderous Martin (the guy I worked with it on back in 1997!) wanting to finish the project a while ago. I haven't heard back from him, but considering that out of my 6 maps for the project, 1 is lost, 2 were remade for Soul Of Evil, and another 1 is coming out (masque of the red death) soon, finishing it might be moot.
Just Thought Of A Couple Things
#158 posted by Tronyn on 2004/08/21 21:28:51
"(because outside of texas i do not know of a library with a rocket launcher inside :))."
LOL!!!
If we're having the axeman, anyone know where I could find these skins:
1) cthulu cultist
2) executioner
these would probably fit the theme.
As for spells, I thought we'd just keep the Quake weapons with some modifications and a couple extra ones (Chainsaw, Chaingun) for some serious flesh-ripping. However, a long time I asked LTH to do a remake of Heretic's "The Dragon Claw" magical weapon to replace the lightning gun in some of my projects. If he finishes it we could use that for a magical weapon.
As for collecting stuff, if there's 4 maps (I think there are), we could just have the player grab one rune in each map to unlock the Necronomicon, which is either a level in itself (?) or leads to a finale fight.
Oh yeah and I figured in case anyone is curious, the status of Unforgiven (not this project, Unforgiven) is about 60% done. My level for it may end up requiring a custom engine due to scale.
The Axeman
#159 posted by dylan on 2004/08/21 21:31:20
why not use the model i sent you of the ogre for the axeman, he looks pretty executioner like and i have a cool axe i have been needing to use.
The Piece Of Paper Tied To The Recently Arrived Stone Reads...
Um, I've been a little absorbed in my new job this past fortnight, but:
The chainsaw works fine; the chaingun needs some adjustments, as well as getting an ammo bsp model working. (So far the bounding box is there, but the model doesn't show.)
Lava nails and multirockets are almost implemented, but need testing.
As for monsters, so far I've got the gremlin, axeman and mages lined up, and that's it. I haven't tried them, as I'm still going over the redone code for anything I've missed.
(For those of you who don't know, these new mages can use any weapon their underlings can. You can set the rank of a monster_mage with a count between 0 and the default of 2, or use monster_acolyte, monster_sorceror and monster_warlock entities.)
Once the monsters are done, I'll either get on to coding environmental goodies, including the infamous trigger_read, or more likely get distracted by Morrowwind again.
As for the "get runes for Necronomicon" idea, I'm thinking that getting the Necronomicon is going to involve chasing cultists into the nearby Old Dethshill Cemetery. If I can come up with a playable cemetery design.
Well
#161 posted by Tronyn on 2004/08/22 06:15:17
Here's an idea I'm going to pitch: let me know if you guys like it or not.
Replace the medieval elements of Quake with more Frankenstein-type stuff for this project.
That'd essentially mean, instead of medieval Knights, Hellknights and Axeman, we could use some of Dylan's replacement models instead and also his grunt, which would fit in nicely. The executioner skin for an axeman may work, while we could have 2 classes of ogres (keeping the default one as well, because of course it is very Frankenstein-ish already).
This'd mean that you could safely get away with having some machinery in your maps, ala Rogue's "Tower of Wrath." Not that you'd have to, of course. It'd just lead to some thematic variety, as opposed to all the medieval wizard stuff that's out there.
FC, could you implement the "normal Trog" we were once discussing for SoE (ie fairly tough, but not as tough as the SoE end boss)? Oh yeah, what about Barons and the Rogue Overlord/Wrath? I understand if these are too tough to implement, but if time's an issue don't worry, this is definately a "when-it's-done" project. I still have a whole second map to do that I've barely started, and my first one (which is gonna be huge, btw) is only about 60% done.
To be an evil bastard, ALL of my mage monsters are going to be the highest rank possible :)
Here's what I'm going to do: update the web page right away. It should clear a lot of this stuff up for everyone. Hey, maybe we could even attract some more people to make us another map or two.
If we get more than 4 maps, how will the rune idea work? Right now I count distran's map that I'll finish, Fat Controller's map, Pulsar's map, and my two. Maybe we could quickly hack together a new rune model, and call it the rune of something-else-magic? hehe
Tronyn
#162 posted by nitin on 2004/08/22 06:53:40
I'd keep the custom monster/skin stuff down as they *generally* dont seem to work too well.
Well
#163 posted by Tronyn on 2004/08/22 06:56:45
Wait to see the screenshots (up soon, I'm working on a site update right now), I wouldn't consider incoroporating new/replacement models if they weren't good.
Your suggestion does have merit though. Actually, maybe gremlins are an unnessecary complication?
Custom Monsters...
#164 posted by necros on 2004/08/22 10:49:01
nitin: i think you should give every mod the benefit of the doubt, dude... don't be so jaded about it!
tronyn: just as long as there isn't that stupid worm-like marine monster. ;)
Necros
#165 posted by nitin on 2004/08/22 11:37:08
tronyn's last post just sounded like too much change.
Tronyn
#166 posted by dylan on 2004/08/22 14:31:37
i sent a new axeman to you.
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