Yeah!
#283 posted by
madfox on 2009/10/09 07:05:23
First I thought of Half Life because of the scientist who was walking with such a thing on its head. Then I reminded the ones in DukeNukem.
I tried some frames, but I changed the sprite for a mdl and reused he shotgun. I don't know how to fetch this to a qc, but I think coding the v_shot into it could be a solution.
http://members.home.nl/gimli/kcrab.mpg
#284 posted by
necros on 2009/10/09 08:37:31
you could try adding a hook into playerpostthink (which runs every frame) to attach the monster model to the player instead of replacing the weapon. you can just run makevectors and then use v_forward based off of the v_angle vector.
Agreed...
#286 posted by
generic on 2009/10/09 13:51:49
MadFox is really on to something here.
Although the skin needs to be tweaked a little and the dying animation is a bit slow, it looks like this monster would a good addition to the Quake bestiary.
Yeah
#287 posted by
Zwiffle on 2009/10/09 14:47:04
Madfox that jellyfish thing actually looks pretty cool, I kind of wish when it attacked the player it did like a lunge or something, like a really quick strike. Think of how a cat gets ready to pounce before it jumps on a mouse or something similar.
#288 posted by
madfox on 2009/10/09 22:22:27
So far the thing uses self.th_melee for its horizontal squeeze attack, and I left self.th_missile for its jumping on the head lemmon turn.
@necros- I believe I know now where I would add the v_shot part. Thanks, the only just is that my spagethi code knowledge is horrible with angles adjustments.
@ricky- wait till you ate its spagethi! Icould add a slime ball.
@generic - animations are at full frames, this means I could delete some. walk frames are 18, and melee_attack 20, which is much too high concerning its jump off to run.
@zwiffle- it depends on the attack frames. now it are 20, 8 would be reasonable, 5 would be quick. But then it would loose its squeezing face. The lemmon squeezer attack could be quicker, as v_shot only needs 4 or 5 frames.
It has arms enough to blindsight the player.
Textured Shape
#289 posted by
madfox on 2009/10/10 08:30:14
In Fitzquake and JoeQuake the texture looks bright,
while in glquake it becomes more dimmed.
http://members.home.nl/gimli/crab01.gif
Madfox:
#290 posted by
metlslime on 2009/10/10 10:23:31
not sure about joequake, but the difference between glquake and fitzquake is fitzquake supports overbrightening on models (as does winquake.) Maybe joequake does too?
Fullbrights
#291 posted by
Preach on 2009/10/10 11:49:51
It also looks like you are using the fullbright colours for the spike in the centre. Again, this is a feature that worked in winquake, was omitted from glquake for technical reasons, and was restored in fitzquake. If it isn't intended, there is a quick way to remap those colours in QMe: open the palette tool and clear the checkboxes next to the bottom two rows. To get best results, you may have to put ticks in all of the other rows first, as it only maps to ranges already ticked.
Joequake Does Support Overbrights
Onion Eye Gamma
#294 posted by
madfox on 2009/10/11 02:13:07
The overbright point was intended as centre. Texturing is an art in its own way, it had me going the whole evening. That creepy dark textures that have a gammaburst ingame.
The one thing that hits me is that a flying monster goes up for 64 units, so its attack scene I had to lower that measure to get it on playersight. (can't this be done with ai_face?)
Bad is that in that attack-while-shooting it rarely goes back up in its fly pose with a strange gap.
I was thinking of aguires'glquake, there the monster appears rather dimmed, as if it should have some extra lighting.
Could be an advancement to have a dark shape.
@meTech- same as the qc is my contradiction.
Crossbow Knight
#295 posted by
madfox on 2009/10/24 11:10:31
helps this poor creature more strength,
although walking in harnash with a soard and bow...
must weight at least more than start fighting!
http://members.home.nl/gimli/crossbow.gif
That Could Actually Be A Cool Enemy
#296 posted by
nitin on 2009/10/24 11:41:58
#298 posted by
Zwiffle on 2009/10/24 15:43:26
Why is there no Grenade Launcher Knight? Hmm?? HMMMMM???
Funnily Enough
#299 posted by
ijed on 2009/10/24 15:45:50
I'm thinking of the 'beat you to death with a rubber cock' Shambler.
Rocket, nail and dual chainsaw Ogres as well as GL.
Where's your map? ;)
#300 posted by
madfox on 2009/10/24 20:22:28
when will the supply of Orgue's chainsaw-oil run dry ?
Textured Octopus-insularis
#301 posted by
madfox on 2009/10/24 20:24:37
#302 posted by
meTch on 2009/10/24 21:39:00
they just get cool-er don't they :)
Collision
#303 posted by
madfox on 2009/10/25 05:15:01
Octopus-Insularis is an octopus Darwin had not found and seems to be one of earth's not yet discovered species.Insularis =>island
I gave it a better collision, so it looks more comfartable.
http://members.home.nl/gimli/crab03.gif
#304 posted by
necros on 2009/10/25 10:03:36
that's a nice skin madfox. also, the movement is really quite hypnotic... -notic... -notic...
#305 posted by
Spirit on 2009/10/25 11:06:37
That model kicks ass. Would it be possible to make its normal movement go up and down like a wave? So the end movement line would look like a sinus. That would make its appareance like an outworldly jellyfish (sounds silly, I hope you understand what I mean).
#306 posted by
meTch on 2009/10/25 20:01:17
sine seems like to much of a natural wave form
make it sawtooth with decay all the way down and cut off all the way up
#307 posted by
necros on 2009/10/26 00:04:20
i'd do the up and down movement with qc instead of animating it. that way, it will jump less when it transitions to pain and attacking frames.