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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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Frame Count 
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? 
 
Scorpion: Perfect

Faust, rocket needs to be homing, maybe missing one melee attack

Stratos, movement is fine, missing the kick attack. 
 
sorry, both the faust's melee attacks are there, just checked in dosbox 
 
And some minor stuff, like each of the faust's melee attack deals 15 damage instead of 20 
Chasm Bat 
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. 
 
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 
 
There is also a problem with infighting, if a faust hits a stratos by accident, then the stratos won't fight back 
 
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. 
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. 
 
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 
 
 
So what monster are you converting next, the morg? 
Let's Go 
With the first maps step by step and see how to get Straphos and his curling double sprite attack. 
 
In that case, I thought the stratos could fire its rockets more often, and the faust could melee attack a little faster 
 
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! 
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.., 
Heronew is a good looking model.
I have to thank the modelartist for making them. 
Monster Behaviour. 
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? 
 
I think Zigged Performance with fast action. And mix them together with quake monsters to ensure the two offer a similar challenge 
Ziggy 
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. 
 
Monster_army is faust? 
 
so Monster_army is the quake grunt, what is monster_grunt? 
Grinning Grant Grunt 
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. 
 
So you are converting the mong now? 
Yes 
It is a quiet funny guy with four pain posea that reminds me of Doom3. 
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