I Know What You Mean
#4735 posted by HeadThump on 2008/06/23 15:54:34
after I do a rough conversion, I'll be able to get an accurate current polycount, and then I'll know how much detail I can add on to the model, esp. in the undefined head area.
Organic . . .
#4736 posted by ijed on 2008/06/23 16:12:17
Is ok, but the best Quake monsters have spiky claws - Fiends, Shamblers and the Vore's legs.
What attacks are you thinking? I remember they spat poison, swiped with their claws and had some sort of climb along the ceiling ability - but that might have been a mod.
Pretty Much
#4737 posted by HeadThump on 2008/06/23 16:47:56
claw attacks, side to side sweeps and paralyzes (slowing the player down temporarily) are the ideas I'm working with. I have no idea how I would do ceiling crawling, might look into it though, there should be some useful code to show how it can be done in Nehara given what the Vore could do in it.
Nehahra
#4738 posted by Lardarse on 2008/06/23 17:10:27
wasn't written in qc, though, so good luck with that...
Code From It Isn't Difficult
#4739 posted by HeadThump on 2008/06/23 18:06:14
to understand; Pascal is just a stricter procedural language than derivative languages based on C. I could never get that code base to compile with the tools that came in the SDK, though.
Is This That Thing With The Toungue
#4740 posted by RickyT33 on 2008/06/23 18:43:10
that sucks the life out of you?
Also is it going to be mecha or fauna or both?
Thing With Tongue Was The Parasite
#4741 posted by Sielwolf on 2008/06/23 19:34:54
the stalker is a spider like enemy, it can indeed run on the ceiling. The behaviour is much like the spiders in Travail (dodging grenades right when player fires grr)
Stalker Thing
#4742 posted by Kinn on 2008/06/23 20:23:41
looks kinda flatter and boxier than the original, despite it containing a lot more polys, maybe that was the intended look I dunno.
My Lovely Lady Lumps
#4743 posted by HeadThump on 2008/06/23 20:58:07
Flatter? Take a good look at those haunches -
http://mortisville.quakedev.com/snapper2.jpg
-- and tell me you wouldn't want to put a squeeze
on that backside.
(more)
#4744 posted by HeadThump on 2008/06/25 06:27:30
Snapper (not the final name) is progressing at a pretty fair
clip. I even have an in game version of him up and running. The code for this version isn't mine so I'm not going to link the Q1 ready model.
However, if anyone is modding for Quake, need a monster, and know there way around Blender, feel free to use the blend file:
http://mortisville.quakedev.com/snapper1_8.blend
here's a pic of the skeleton rig:
http://mortisville.quakedev.com/boneme.jpg
The heels need to be narrowed for some definition, and so does the back. Also, there are some pincers around the mouth I am not happy that I'll need to rework. They look chintzy compared to the rest of the model. You'll see in the upcoming shots.
Now For The Fun Stuff
#4745 posted by HeadThump on 2008/06/25 06:41:48
I wanted to see how well the creature looks in Quake at an early stage, so I made a rudimentary set of animations congruent with the animations set up for this simple QC creature (only 30 frames):
http://www.gamers.org/pub/idgames2/quakec/monsters/spider21.zip
I was also pleased to find upon converting snapper that he was a mere 2044 faces in size which is withing the bounds of the format for Quake. He runs smoothly when I tested in toChris and Dark Places.
some in game shots (the skin is rudimentary as well, it is the fiends face auto splotched over one hundred times and then made seamless), here's a nice sequence:
http://mortisville.quakedev.com/quake09s.jpg
http://mortisville.quakedev.com/quake10s.jpg
http://mortisville.quakedev.com/quake11s.jpg
Snapper fights with an Ogre:
http://mortisville.quakedev.com/quake01s.jpg
http://mortisville.quakedev.com/quake02s.jpg
Poor snapper lying dead on beside an an Ogre:
http://mortisville.quakedev.com/quake07s.jpg
Snapper searching for the Ogre who shot his paw:
http://mortisville.quakedev.com/quake18s.jpg
http://mortisville.quakedev.com/quake22s.jpg
http://mortisville.quakedev.com/quake23s.jpg
http://mortisville.quakedev.com/quake24s.jpg
http://mortisville.quakedev.com/quake25s.jpg
Looks Like Out Of The Shrak TC
#4746 posted by Sielwolf on 2008/06/25 07:14:10
needs perhaps more Lovecraft/weirdness, the head appears too small imo.
It Is Difficult To Notice
#4747 posted by HeadThump on 2008/06/25 07:27:33
with the dark skin, but his face is long like the general in the last Star Wars trilogy. It'll help with the weirdness factor when I do a real skin job for it.
Thanks For That Input
#4748 posted by HeadThump on 2008/06/25 07:36:22
now, I know what it needs, those claws should be asymmetrical where the clamps fold in at different lengths and one claw is much larger than the other for a proper Lovecraftian vibe. Thanks again Sielwolf!
UT3 Lovin
#4749 posted by Blitz on 2008/06/25 11:40:32
#4750 posted by JneeraZ on 2008/06/25 12:05:00
Always good to see UT3 stuff in progress!
#4751 posted by JneeraZ on 2008/06/25 12:06:02
If you have UT3, my primary mapping influences were CTF-Strident and DM-Biohazard. I helped on almost every map, of course, but those 2 were the ones that I designed and primarily meshed/lit.
Willem
#4752 posted by Jago on 2008/06/25 15:58:42
Who did Diesel, Arsenal and brownish/gothic'ish 2-4 player DM map (the name of which escapes me)?
#4753 posted by JneeraZ on 2008/06/25 16:14:03
I believe Arsenal was David Spalinksi. Diesel is a map that was done awhile back but I can't remember who did it originally. And the brownish map might be Sentinel? If so, that's also Spalinksi.
Dm-fearless
#4754 posted by DaZ on 2008/06/25 17:07:50
<3
Ps
#4755 posted by DaZ on 2008/06/25 17:08:27
tell Epic to make a real unreal sequel, k? :)
If You Make A Naked Dom Scene In Gears 2 I'll Mention It On My Blog.
#4756 posted by czg on 2008/06/25 17:18:47
#4755
#4757 posted by Shambler on 2008/06/25 18:17:48
tell Epic to make a real unreal sequel, k? :)
Daz is correct.
I can't believe that U2 was fairly average. It had the potential to be the Best Game Evar. Sequel to the amazing Unreal developed by the people who did the very good mission pack and the rather classy Wheel Of Time. How could it fail?? Hmph. So yeah, proper U2 plzkthxbye.
#4758 posted by Zwiffle on 2008/06/25 19:01:40
Unreal 2 sucked. Unreal sucked. Unreal 2 IS a real unreal sequel, people.
And frankly, fuck a real unreal sequel. Let's see a real Quake sequel ffs.
Hmm
#4759 posted by nonentity on 2008/06/25 19:13:29
Yeh, Unreal 1 sucked about as much as spending years running through dark, brown corridors and suddenly emerging into a brightly lit, outdoor environment with vast waterfalls, caverns and temples that made your jaw hit the floor.
(seriously, I remember getting out the prison ship and looking down at the water fall took my breath away. And then I realised I could jump into the lake...)
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