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.
Further
#308 posted by
Preach on 2009/10/26 00:18:25
I'd second what necros said, and also add that even the rotation portion of the animation should be taken to the qc side, for the same reasons.
Spongebob
#309 posted by
madfox on 2009/10/26 07:56:57
I was supposing the half-quarter turn would bring it almost invisible back to its startframe, but somehow the frames keep going a turn back.
I could make it bend, and although I made it as high as the normal player, while flying it stays up in the air. Which gives a strange sight in pain frames getting up again.
That movement and animation should go into the qc seems right to me, although I can hardly position it there.
http://members.home.nl/gimli/crab04.gif
MadFox
#310 posted by
JPL on 2009/10/26 08:03:22
It looks more like a Jellyfish rather than a crab... but I like this odd monster !!
Thanks!
#311 posted by
madfox on 2009/10/26 20:07:10
Took some time before I understood the skinfile, it seems the arms have for and backsize.
Colours of the inside are too bright, concerning the shaded shape of the thing.
I have no idea where its aiming at.
Someone called it a good watermonster, but movements in that environnement are rather dull.
One of its attack should be a lemmon squeezer headjump.
Don't know which jelly will be the crab.
If I May Interject
#312 posted by Caitlin Reid on 2009/10/28 02:42:24
This very new Quake fan has got some relatively (IMO) good ideas for enemies. (I like the jellyfish, by the way.)
I'd like to see an enemy that can crawl on walls and ceilings. I'm seeing a slug-like thing. In my opinion it'd have quick, quiet ranged attacks, blend in with general quake scenery, but move slowly. (Perhaps it can move faster if the player retaliates, since by then they'll have a bead on it? Maybe speed inversely proportional to health?)
A very easy-to-kill melee enemy with extreme speed, teleportation and medium damage. I'm seeing something like a hyperactive low-health slightly-lower-damage fiend that can "blink" around. Health would be about 1.5 full SSG blasts, but the speed of the enemy in question (perhaps combined with a love for circle-strafing?) would ensure this wouldn't be an easy task to lay on it.
As Necros earlier suggested, a "turret" enemy would be great. I don't honestly have any suggestions here, but I see something sort of like the Acid Spitters of Diablo 1. That would present an additional danger, because you'd have to be mindful of the residue of dodged attacks as well as new attacks coming at you.
I think there needs to be a medium-range extreme danger. Something which practically spells game over if you're in a very small, very specific range, but which is practically useless at either melee or long ranges. It'd have medium-fast speed -- not as fast as the Drole or the Fiend, but fast enough that it could get into that deadly-range if the player isn't careful. Examples that come to mind are the fetish shamans of Diablo II, whose inferno spell is a death sentence (in my experience). Possibly a "hell hound"? Suitably Quakeified, of course.
I'd make these myself, but I'm only a designer, not a modeller or an animator.
If anyone wants more suggestions... Well, I work in the game design field, so I can come up with enough ideas to fill a small automobile. Just ask.
-Caitie
#313 posted by
Zwiffle on 2009/10/28 02:59:09
This is the worst spam bot yet by far!
(As I have learned from previous newcomers to the community, I will add that my comment was in jest, and welcome to our little shrine to Quake.)