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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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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 
 
I think it should be the other way around, there are no side effects to supporting skinfiles taller than 480, thus regular quakespasm should support them. 
 
In the readme, you should about somebody not having regenerative pose, what do you mean by that?

I feel that you should give the Lion man's ground slam attack to the deadguy, that is what it is, an invisible long range attack.

For the Gross throwing a rock, use the lavaball you gave to the mincer before.

For the Faust, just use regular quake explosive sounds, that issue is too minor. The Faust's rocket should do as much damaage as an ogre's grenade.

I feel like the melee attack damage of all your chasm monsters need to be improved, right now they often lose against their quake counterparts. The chasm spider is definitely too strong tho

For your next beta, can you put a Punisher and a hellkight next to each other, and the same for a Gross and an Ogre. Right now they are too far away. 
 
So I managed to lead the Hellkight to the punishers, and a single hellknight defeated 3 punishers, so your Chasm monsters attack dmg definitely needs to be improved. 
 
There is also some problems with the Lionman's attacks. It would attack me with the ground slam when it was too far away. It should run towards the player, then when it is in range, attack the player with ground slam.

When I was fighting the lionman in melee, it never attacked me with the club, it only used its shield to bash me. 
 
I just tested chasm in dosbox and I never saw the ground slam attack, the Lionman always ran stright towards me and only used melee attacks. Did you create the deadguy's attack by accident lol 
Thanks For Commend 
_regenerative pose - Joker lies dead and stands up.
_magic pose - Joker could use a spellmaster trick.
_melee attacks - indeed a bit low, just checking my qc-knowhow.

The Lionman has that attack because otherways he starts a melee attack from distance. This is quiete annoying as the pauze between attacks and run are rather low.

Deadman's attacks is the same dilemma between attacking from distance (cry) and melee attack.
So it had to have a distant attack like throwing gibs. A sprite would also be sufficient.

Quiete a remarkable archievement there Six-Shootah.
Most of the mdl's are impressive, sorry there is only one testmap. There are lots of possibilities there.

It's really easy to add maps to the devkit. Just use monsters like:

monster_fatguy
monster_deadguy
monster_lionguy
monster_faust
monster_ltrop
monster_lcapt
monster_stratos
monster_joker
monster_grunt
monster_scorpy
monster_goblin
monster_mincer

A simple map is easy to create as long as it is in a "maps" file within the devkit. 
And 
monster_gross
 
Madfox, you gave rottweiler code to the mincer before, why not do the same for the lionman? A lionmman is like a rottweiler without jumping. Rottweiler doesn't start melee attack at distance. 
A Bit Lame 
Then the Lionman would feel like cannoneat as it would loose half its health on distance.
In Chasm I hear falling rocks in his attacks. 
 
Don't worry about that, such "cannonmeat" monsters are commonplace, The Doom Pinky, the Quake knight. Just give him a lot of Health.

When you are done converting all the chasm monsters, you need to rebalance them. Right now, your chasm monsters only do about 15 damage per hit range or melee. That is far too low. In reality, the high end monsters should do about 35 damage ranged and around 45 dmg melee. The mincer does close to 50 in one strike. It also needs much more health, around the same as a quake fiend. 
 
I couldn't defeat the end monster at the second chasm level. Is it an Uber Monster or something? 
 
Aded the ChasBbat, also made the melee attacks larger t_damage.

dev2.13 
 
Now the chasm monsters are much more dangerous, good.

I think you mixed up the attack of the gross and the lion man, the lionman is melee only, while the gross throw a rock, right now the gross doesn't throw anything.

There are clear walking animation problems with the gross and the dead guy. 
 
You cannot kill this guy?

https://www.moddb.com/games/chasm-the-rift/images/chasm-the-rift31

Chasm's boss monsters requires tricks to kill, like chthon, but don't do that in your mod, instead, base the bosses 1st and 2nd boss on Armagon from Mission pack 1, and 3rd boss on Overlord from Mission pack 2. They are similar. 
 
Orc is pretty good, but damage could still be improved.

The Alien warrior still do 15 damage. No good.

I personally feel that the Alien captain should be a shambler class enemy, given that Chasm doesn't have a mini boss. But figure out the double shot first. And use the correct sounds for the alien warrior and captain. 
 
The Orc spear only doing 15 damage? Compare that with the orge's grenade. At least 30 damage.

I feel like you should do test maps like this:

https://www.youtube.com/watch?v=je1-7_fDUO0

Where Chasm monsters and quake monsters fight, so that they can be balanced correctly. 
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