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Posted by madfox on 2019/09/29 11:55:14 |
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.
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 Yes, But..,
#302 posted by madfox on 2020/02/02 22:59:21
I appreciate your commands about the entities, as I have no idea how they behave in game, but considder the fact that, as I said before I keep having problems with the missile_attack.
It isn't only the launch -org & dest, but also the upcount on damage.
You can tell me something's wrong, but it is also top of the hat coding I'm not familiar with.
So far I could solve most problems on health and skill, but for more establishing things, like adding the entities to ai.qc, just crashes the game.
Gross had a rock prokectile first, but I think I used the fragment projectile.
The bat should zigzag, not fly straight.
What shall I do with Worm?
 Bosses
#303 posted by madfox on 2020/02/02 23:12:30
reduce the missile attack of the sphinx and Scarof so much?
If I make melee_attack 65* and missile 50* its first attack is sufficient enough to kill the player instantly.
I don't know if that's the intention?
#304 posted by madfox on 2020/02/03 02:00:23
The error with big Phantom is that it counts its missile_attack with the first frames of a melee attack together.
No matter what count I make, it kills the player instaneously.
Melee_attack starts at 6th frame and missile_attack on 2nd.
With the first missile out of reach the damage is already 55.
Also a three missile attack on one line at the player is reachless for me.
I don't really get it why the two others work properly.
#305 posted by chedap on 2020/02/03 19:17:15
Some things I've noticed:
- You only have wall textures in your map. The floor/ceiling/sky textures are stored inside the game's FLOORS.01, FLOORS.02 etc. And the static models have their own skins as well.
- But then you have those wind turbines, which means you have a way of converting the .3O models already?
- You have the archer goblin from the addon, but no final boss?
- Noticed all the fullbrights obviously.
 @-chedap
#306 posted by madfox on 2020/02/03 22:07:34
textures Last year I started converting the chasm textures to a wad.file. As there are many files with lose mdl frames it took some time to gather them all. The floor and ceiling tex I couldn't find. Untill you pointed to me.
The Chasm.wad has some peculiar yellow quake.pal lacks. I haven't cleared the textures from fullbrights, because they have no 16pix seize.
windturbines> So it looks, but I can't convert *.iso files. I had a test with Preach to see what would turn as smooth, a static or an animated texture. It seems the static wins as textures only animate in game on 0.5 sec. A static can go up to 0.1.
That's how I gathered the windturbines.
final bossI got a little broke up with coding the other three bosses. Worm is already there, but lacks code.
 Floor Textures
#307 posted by madfox on 2020/02/04 00:18:04
Chasm/Addon1/Level01/FLOORS.01
I can't convert *.01 files, and tried pdf fileconverter, who claimed it as non excisting.
Noesis either won't relate to FIFA Master's lost extentions, so that's why I have no floor & ceiling texters.
 Debugging
#308 posted by madfox on 2020/02/04 03:14:17
I don't know what has happend, the first moment a monster sees the player it receives a lot of charg damage. After that the ammu damage comes in.
I have eliminated all charge poses, but it keeps buggin'on.
Starting a game kills me in two attacks.
#309 posted by yhe1 on 2020/02/04 05:42:52
Perhaps share the source code here so others can help?
 Fact Is
#310 posted by madfox on 2020/02/04 06:05:29
It doesn't happen untill dev2.17, so that's where I'll start looking.
Maybe the player.pain changes I made to get less warnings on ftqcc.
It looks as a charge attack, but there's no statement for it made.
share the source ? If you unpak the pak0.pak file, look in the pak0.pak/progs/quakec/chasm_quakec_dev2.27.zip
all the code-files you need are in there.
#311 posted by chedap on 2020/02/04 06:10:37
floors
You're unlikely to find a converter for floor files, especially a general purpose one. There's a kind of a converter over at the PanzerChasm project, but it just spits out all the floors in one file (and you'd need to compile it first). I'll write one, not right now though.
turbines
How did you get the turbine models then (street lights and wall fans as well)? These are in .3O format originally. Doesn't seem too complex a format, but a brief search convinced me there weren't any existing converters for it either.
boss
I meant the addon boss (High Priest / WIZARD2.CAR). And looking at it now, you don't seem to have a WOLF2.CAR either. You got his spear, but no actual enemy.
fullbrights
Not sure what 16px have to do with these.
#312 posted by yhe1 on 2020/02/04 06:13:05
Wolf2 is the orc, right? It is there.
 Ah, Right
#313 posted by chedap on 2020/02/04 06:14:49
That's him. Why rename the monsters anyway?
#314 posted by yhe1 on 2020/02/04 06:23:50
The worm and the high priest are not normal bosses anyway. Just like in quake, no custom maps uses shub as a boss
 Maybe They Should
#315 posted by chedap on 2020/02/04 06:40:49
I generally dislike gimmick bosses. Four out of five in Chasm are a waste of a decent fight.
 What It Iz..,
#316 posted by madfox on 2020/02/04 06:47:06
I'm not so familiar with the names, sorry.
If you want to see what happened, just take the progs.dat from dev2.16 and put them into your dev2.27 map. It will give some errors because the bosses are not there, but it will possible to play the game as intended. The test68 map is much better to check the enemies.
You can also compare the chasm_quakec_dev2.16 to see why here is not that harsh charge attack at seeing the player.
dev2.16
#317 posted by metlslime on 2020/02/04 06:50:05
the classic map "myworld is your world" has Shub. There are probably others.
 @-chedap
#318 posted by madfox on 2020/02/04 07:08:19
turbines
A lot of the statics I made myself, no way converting movingwalls or vibromills. It starts with one frame like the chmbat.mdl. While copying the frame several times and make additions it is possible to create a new entity.
There is an example on quaketasic from them in three velocity stages.
-http://www.quaketastic.com/models/fanhouse.zip
fullbrights
Models are easy to delete fullbrights. I haven“t found a way to debright a whole wad.file.
#319 posted by yhe1 on 2020/02/04 07:13:50
Madfox, most of your monster attacks are good, only issues are to fix the charge damage issue, make rockets explode, and make the phantom fire three straight fireballs.
 #318
#320 posted by chedap on 2020/02/04 07:51:23
So the decorations you have were made from scratch? You have their textures. Someone at some point had to convert those.
For wad fullbrights there's EricW's defullbright
#321 posted by Tribal on 2020/02/04 14:53:57
about the textures...
The doom community already converted chasm textures to use in doom maps:
https://www.realm667.com/index.php/en/texture-stock-mainmenu-152/624-chasm-the-rift-texture-pack
If you know how to extract doom textures, then you can try and see if the floor/ceiling/sky textures are there.
 Well There You Go
#322 posted by chedap on 2020/02/04 15:31:48
Seems like a competent collection. The floors are there, no duplicates as far as I can see. And even the thin textures are correctly sized.
Meanwhile I have also discovered that Noesis can open .3O models and export them straight to .mdl, animation and all.
Even more than that, Noesis can even open entire Chasm maps and export them to common formats while including the props. Then you can just convert to .map and compile. The whole thing's automated, all that's left are the interactive parts (and matching some texture names).
 @-chedap
#323 posted by madfox on 2020/02/05 22:03:07
There's a lamp, hanging in the office, slowly turning.
Only way to do that is to develope a lamp and animate it, as quake has no function for it.
Most props like fences I made myself.They are already converted.
And yes, I converted all models first, before I knew Noesis could open .30 models.
What I don't understand is how you convert a map.10 file in Noesis to a map with props. If you can show me how I would like to know.
#324 posted by chedap on 2020/02/06 07:40:27
To convert a map with props you first need to unpack CSM.BIN with Noesis (it renames certain things in a specific way). Then, on export, you put "-chasmloadmodels" in "Advanced options". This command, and some others, are documented under "Advanced commands" button to the left.
Unfortunately, I was a bit over-optimistic. Not all export formats are viable. OBJ has geometry missing, and FBX has generic material names. So the only options left seem to be Collada or glTF. Collada has slightly more reasonable material names.
Depends on your software. Blender (Assimp as well) fail to automatically hook up the textures in a Collada file. And I had to download a newer glTF importer for Blender for it not to fail on import.
map1 via gltf
map1 via collada
addon map1 via gltf
 Yes
#325 posted by madfox on 2020/02/06 13:42:07
Quit surprised how you managed to open that BIN file. It looks as if there is a possibility anyway. Would have saved me a lot of work constructing the map.
Blender is not one of my practical habits to use modelimport, but thanks for the hint.
 Too Much Charge Attack
#326 posted by madfox on 2020/02/08 00:25:54
While searching the bin file I found the floor textures. I can update the wad file now.
I was so disordered by the charg attack of Mong & startaos I didn't know where to look. I had gave them a ldmg statement, but this works much too soon used in a launch attack.
Contraire is that I can'r give them a launch attack strength.
Here is the last update. I replaced all skinn file wuth the UVswapper, but still there's something that cause fitzquake to bounce off.
dev2.28
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