Frame Count
#4 posted by madfox on 2019/09/30 02:18:49
That could be the right seize.
At the moment I wonder how to convert the large model frame count to a 0.1 counter of Quake.
In pain poses it is usefull to minimize this count because of the time that the entity starts its run pose again.
I don't know which time counter Chasm uses, for what I experienced I scaled the textures to 0.5 and the entities to 0.25.
Still a lot of textures are missing, they are used in statics of mdl parts, and need to be extracted one by one.
The entities use framecounts that are twice of Quake.
So painframe count of 46 is not a way to go.
The same goes for the attack scenes.
@_yeh1 : What is your idea of the movements and attacks of the chasm faust, stratos and spider?
#5 posted by yhe1 on 2019/09/30 04:43:55
Scorpion: Perfect
Faust, rocket needs to be homing, maybe missing one melee attack
Stratos, movement is fine, missing the kick attack.
#6 posted by yhe1 on 2019/09/30 06:01:58
sorry, both the faust's melee attacks are there, just checked in dosbox
#7 posted by yhe1 on 2019/09/30 06:10:01
And some minor stuff, like each of the faust's melee attack deals 15 damage instead of 20
Chasm Bat
#8 posted by madfox on 2019/09/30 06:32:25
It's something in the random melee attack I'm not really sure of.
Last death frame of stratos is trembling.
I made a new chasm_bat from one of the statics.
#9 posted by yhe1 on 2019/09/30 07:56:19
While I think the rocket trail of the stratos is really cool, if it cannot be done, then just make the stratos shoot twin rockets
#10 posted by yhe1 on 2019/09/30 11:11:58
There is also a problem with infighting, if a faust hits a stratos by accident, then the stratos won't fight back
#11 posted by yhe1 on 2019/10/11 06:51:49
Madfox, remember this:
https://www.youtube.com/watch?v=Tts90f2uNYI&t=84s
This is also a perfect basis for the blade gun as well as the joker projectile
You Are Going Rather F F Fast.
#12 posted by madfox on 2019/10/11 09:52:27
You are already on weapon.qc while I'm trying to convert entities.
Any idea how the entity.qc lines up with the player's weapon abilities?
I do and they don't like spagethi.
For example: the BFGUN of Dr shadow burgh has the exact use for stratos. Converting a player's weapon attitude to a monster attack is something different.
#13 posted by yhe1 on 2019/10/11 10:42:21
I just put that there so you can reference it later. I know this takes time.
And I think you already know this, but currently gibbing a chasm monster also crashes the game.
In Statu Nascendi
#14 posted by madfox on 2019/10/11 11:26:11
#15 posted by yhe1 on 2019/10/11 21:27:26
So what monster are you converting next, the morg?
Let's Go
#16 posted by madfox on 2019/10/12 00:48:31
With the first maps step by step and see how to get Straphos and his curling double sprite attack.
#17 posted by yhe1 on 2019/10/12 05:04:57
In that case, I thought the stratos could fire its rockets more often, and the faust could melee attack a little faster
#18 posted by yhe1 on 2019/10/16 10:56:12
Madfox, there is one more model, the chasm guy himself, are you going to convert that as well?
And I quite like the Green scorpion skin you made. Hope you can use it for a new monster.
That''s Not A Monster, That's A Soldier!
#19 posted by madfox on 2019/10/16 20:20:02
The new chasm guy is also already there, but its appearance is so way off line the others I kept it apart. I think it's more an add on for the later maps.
Although..,
#20 posted by madfox on 2019/10/23 00:30:45
Heronew is a good looking model.
I have to thank the modelartist for making them.
Monster Behaviour.
#21 posted by madfox on 2019/11/16 21:24:00
Both my computers crashed at the same time. So now I'm desperatly looking for susan. Most of the parts I could feed back on what was on the net.
After fetching the macro's for the chasm monsters I see they act much too slow in Quake. Due to the higher framerate in chasm I think, and the fact they were scaled down 0.2 they become this slow behaviour.
I can minimaze painframes for example from 20 to 9, but this goes at cost of the animation.
Also the most monsters don't have a walk or run pose and a lot of the pain poses are doubled.
What should have the first priority, good perfmance with slow action, or zigged performance with fast action?
#22 posted by yhe1 on 2019/11/16 22:09:49
I think Zigged Performance with fast action. And mix them together with quake monsters to ensure the two offer a similar challenge
Ziggy
#23 posted by madfox on 2019/11/16 23:10:38
That would be sychronic frame count for monster_army versus monster_grunt. It won't reproduce the big shape seizure from closeby as in Chasm.
#24 posted by yhe1 on 2019/11/16 23:50:37
Monster_army is faust?
#25 posted by yhe1 on 2019/11/17 06:30:34
so Monster_army is the quake grunt, what is monster_grunt?
Grinning Grant Grunt
#26 posted by madfox on 2019/11/17 09:26:20
Using the same frame count of quake's army guy as for chasm's grunt. The names are a bit confusing as chasm uses mongrunt for grunt and quake uses also this name.
#27 posted by yhe1 on 2019/11/17 10:15:44
So you are converting the mong now?
Yes
#28 posted by madfox on 2019/11/17 18:13:55
It is a quiet funny guy with four pain posea that reminds me of Doom3.
|