I'm All For Sites
#181 posted by . on 2004/09/01 05:08:18
but I think Von would best fit your request.
Tronyn
#182 posted by dylan on 2004/09/01 17:14:01
i have been working on a cultist model if you want to check it out
Hm...
#183 posted by necros on 2004/09/01 17:57:57
hexen2 has a cool medieval archer dude...
Sendage And Recievage
#184 posted by Tronyn on 2004/09/03 02:19:35
alright dylan, send it over. I didn't recieve your axeman by the way, could you resend it?
Pulsar, Fatty and Distrans (the mappers), I've emailed you the prefabs I made for the project (500k zip file). No entities are included.
Tronyn
#185 posted by PuLSaR on 2004/09/04 12:43:06
I recieved those prefabs. But don't you think that those thin brushes may cause problems for engine? Even turnung them to func_illusionary is problematic for me because I create lots of buttons/doors so I'm affraid to rach bmodel limit to fast.
And what about some new visual effects? I mean some new lightnings or something like that. And also earthquake effect would be nice IMHO.
Egh
#186 posted by PuLSaR on 2004/09/04 12:45:10
to rach bmodel limit to fast.
That should be: to reach the bmodel limit too fast
Lightning/earthquake
#187 posted by Tronyn on 2004/09/04 21:29:44
those could be cool yeah, I'll have to ask FC about those. Now, for thin brushes, which prefabs in particular are you talking about? The spiral staircase is a fairly nasty one, but you can just clip it and turn the smaller rail brushes all into one func_illusionary. Of course you'd sacrifice some potential cool shadows. For some of the prefabs featuring intricate arches or lighting beams etc, I didn't really worry about engine concerns when I made them. If you think they'll cause problems then you may have to modify them or just not use them, but I don't think they'll cause any troubles as-is. You would really be surpised with how much you can get away with these day s in terms of compiling and loading in-game, thanks to help from folks like aguirre :)
Zaps 'n Wobbles
Some remarks on intended environmental effects.
There's the whole trigger_read business, of course. Hopefully this time I'll get the stupid thing coded so that it's much easier to implement.
ambient_* entities can have their sounds overridden by a noise key: just enter the path- and filename under the "sounds" directory and you should be OK. (e.g. for the standard slipgate drone, that would be "ambience/drone6.wav".)
I also intend recoding trigger objects to play custom sounds in much the same way. Incidental sounds, anyone? (And why didn't I think of doing that during Ontranto?)
Trees were suggested, and I'm putting them in anyway.
Lightning: My "arcane" map (The Tower of Yoth) intends making use of Rogue's lightning trains, but I'll have to have a good look through both the Scourge and Rogue codebases and see if I can blend them together.
Earthquakes: I can't remember which I decided to use in OUM, but I think it might have been the Zerst�rer version. I'll have to find out.
By the way, what's with these "cultist" models I keep hearing about? If they're any good, they could be of use - with certain sounds from Blood.
Anyway: The chaingun ammo boxes still aren't showing, and I've added the baron, gremlins, axeman, modified magi, dragon, wraths and eels as monsters to the compile list.
Title
#189 posted by Tronyn on 2004/09/05 06:35:13
I think my map will be called
"In Darkness They Conspire"
There will be 2 parts (rather than 2 seperate maps). The first is a large palace/library complex, all indoors, ending in a gargantuan library/cathedral area. The second will be more focused on odd architecture and traps, lots of func_trains and void for floor (think the demonic library section of KSP1 expanded into a full map, only bluer).
Oh man, those QC functions sound awesome. I'll be collecting some evil ambient noises and putting in trigger_reads will be great for the story.
The only I can describe monster list you just posted, is that it seems like AN ORGY.
Fat Controller
#190 posted by dylan on 2004/09/05 18:12:46
if you want to check out the cultist as is, i can send you a copy as well as a copy of the other stuff i am working on
Dylan
#191 posted by Tronyn on 2004/09/05 18:40:24
finally got a chance to check out your cultist and axeman models. Nice work, they both really kick ass. I reaaally like both of them, they're very "Quakey" and just kick ass in general. The cultist just makes me want to make a map of an abandoned church in the woods being used for satanic rituals... but I won't too many maps already :)
Cool Deal,tronyn
#192 posted by dylan on 2004/09/06 02:13:48
i have a new zombie and wizard i am working on, and seeing the new entity list i am spawning ideas for others aswell. the zombie will be far more rotting and cool, trust me.
also what do you think the cultist should fill in for? i was thinking enforcer because the lazer can convert to buckshot, and the grunt is pretty cool as-is.
also i am tinkering with map models got a good skull done(needs to be skin mapped and textured) and some other tortured bodies etc.
Hey
#193 posted by Tronyn on 2004/09/06 04:16:33
I agree that the cultist could easily fill in for the enforcer, which is an enemy we wouldn't be using in this project normally as it doesn't fit the theme. I agree about the grunt.
I like the original scrag for the wizard theme, but we could certainly have both an old and a new.
Oh, I'll send you the tortured body models that I have (email coming right away).
Tronyn
#194 posted by dylan on 2004/09/06 14:31:43
i sent the new scragg to you, check it out and let me know what you think
Dylan
#195 posted by Tronyn on 2004/09/07 06:00:35
Looks cool, you could even add some more spikes or something that might make it even better.
I'm starting to think that rather than replacing the medieval enemies with frankenstein type stuff, we could simply replace all Quake enemies that don't fit the theme with various types of cultist, using sounds from Blood like FC suggested. Thus, the grunt might need some slight skin modification, but he's basically a crazed shotgun toting devil-worshipper already. The enforcer becomes the robed, shotgun (or supershotgun?)-armed cultist, while the axeman becomes a cultist executioner. We could maaaaybe try to also change some of the medieval monsters like the hellknight and baron, into types of cult-head honchos that pack a serious punch and can competently use black magic, simply by changing their skins and sounds.
Of course, these cultists aren't in the same league as those demon-mages who aren't even human, the warlocks, wraths, trog, overlord etc, and who may not have even been human to begin with.
Yeah Could Work
#196 posted by dylan on 2004/09/07 14:06:31
i am trying to push out more satan/occult/doom heretic type stuff as it is, this is just a tedious process, of the original monsters i sent you( which were made before i knew of the project) only very few would fit into a themed group that this project needs. i am now trying to make stuff that feels like you are indeed going into the book of the dead, possesed people,demons,nasty bitey things with teeth.
as for the baron, id like a shot at another model to fit his code rather than a reskin, i have a personal disliking for the model because it is an obvious rip off of brian"evil bastard" collins base frame.it is either ddz or rhattamahata (they are both off the same base frame, and most of the original animations were kept. because the model doesnt do the original justice, it makes me feel cheated for using it.
all i would like to add for this project is an oppurtunity, their are hundreds of map packs out there that utilize existing enemies, some with new skins(some not as good), and i would like to work on things that are very well done, and very proffesional.
i have heard of a lot of people uneasy about new models, so i am going to try to put a website up with some pictures
Ddz
#197 posted by nitin on 2004/09/07 19:41:00
it was, exactly the same but like you said, it doesnt look as good as the original. Still, it's better lookin gthan most custom models.
Sounds Good
#198 posted by HeadThump on 2004/09/07 19:57:07
i have heard of a lot of people uneasy about new models, so i am going to try to put a website up with some pictures
I have been fallowing the thread and you have perked my curiosity. I am looking forward to seeing them.
Headthump And Distrans
#199 posted by Tronyn on 2004/09/07 21:49:36
When can I expect your map sections?
Btw, I've got the updated site ready with some screenshots, but PQ won't let me into my account.
I Have Two Good
#200 posted by HeadThump on 2004/09/07 22:14:25
free days coming up Thursday and Friday (working Saturday). So, the end of the week (Friday night) works for me.
I Have It Up In The Editor
#201 posted by HeadThump on 2004/09/07 22:32:33
In the editor now, polishing brushes. If I'm satisfied with what I have, I'll turn it over sooner; regardless of my personal feelings, it'll certainly be worth sending by Friday evening.
Tronyn - PQ
#202 posted by Tyrann on 2004/09/07 22:37:13
Make sure you check the gamespy intranet for updated instructions on uploading to your website if you haven't done it in a while. (it did change fairly recently...)
Tronyn
what tyrann said. it all changed recently...
Thanks For The Notice
#204 posted by Tronyn on 2004/09/08 16:19:27
the crap-tacular web page is now up!!
http://www.planetquake.com/tronyn/arcane
get ready to cringe, lol
and headthump, that sounds fine. you can have it until saturday or sunday if you want, as with work and such all weekend i won't really get around to looking at it until then anyway.
Ya...
#205 posted by distrans on 2004/09/08 21:49:45
...nice staircase, that'll come in very handy.
I'll seal up this section over the weekend and send it through so you can check progress. However, reading back through this thread there seems to be some idea that I'm working with IKBlue. Not the case... so you'll have to make a call as to whether the level is going to fit or not. If you decide not it's no biggie, as I can release it as a Halloween map.
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