Yeah, This Is Fantastic
Great work man!
#30 posted by necros on 2016/02/07 21:39:45
oh i didn' notice that before! very clever, hiding a pair of tris between his teeth!
#31 posted by mfx on 2016/02/07 21:45:01
Vore Idle Tip
#32 posted by Preach on 2016/02/07 22:03:04
If you want a vore model which is drop-in compatible with the existing model AND has an idle animation, you can make it a grouped frame, and it will idle away without any changes to code.
Preach
#33 posted by Kinn on 2016/02/07 22:27:52
that is a great idea
Um...
#34 posted by Qmaster on 2016/02/08 00:59:39
WHATT???
How do you do a grouped frame and that sounds awesome?
Love the new shambler, he feels bulkier and just...shamblery!
My video will hopefully be done tomorrow.
Ogre Next, Please
#36 posted by mankrip on 2016/02/08 02:04:58
It still pains me greatly that capnbubs never released his version. And besides the shambler and the fiend, the ogre is the most iconic Quake monster (he's everywhere!).
The vanilla vore, fiend, scrag, enforcer and fish are good enough for me. Dogs and grunts already have good replacements.
#37 posted by mankrip on 2016/02/08 02:35:15
There's a mistake in the readme: This model doesn't actually conforms to stock Quake standards, because DOS Quake has a vertical limit of 200 lines for MDL skins. But I kept my mouth shut to enjoy this higher-res skin!
Who Cares About DOS Quake These Days?
#38 posted by PuLSaR on 2016/02/08 02:39:55
Limits And Cheats!
#39 posted by Skiffy on 2016/02/08 03:32:30
200 triangle limit for skins yet the expansions for standard quake ignored this? The dragon boss was 640 x 315 pixels in size. Must have been an odd arbitrary limit for that to still work because I tried it in the most basic engines I could still get running and it was not complaining. Weird. You live inside quake Mankrip, why did they ever do that hard limit?
As for the shambler opening its mouth Yes I do hide a strip of triangles that I stretch open but they are solid black. :)
#40 posted by mankrip on 2016/02/08 04:14:48
The 200 texels height limit was likely poorly planned, since id software themselves raised it later.
Any open source software-rendered Quake engine is based on the WinQuake version of the source, so there's no problem. Maybe it's only the DOS Quake 1.0 version that has this limit.
The official mission packs also included an update for the executable, since they required several engine modifications (network protocol, HUD and so on). The raised limit for MDL skins may have also been implemented because of them.
The inside of the shambler's mouth isn't fully black in my engine� that's probably due to the texture filter. But I liked the result, it looks a bit like the saliva in the Doom 3 hell knight's mouth.
Kinda Intended When Filtered Indeed.
#41 posted by Skiffy on 2016/02/08 04:26:01
Yea filtering does look like spittle strands. But yes I am glad folks like the result! So Preach regarding the animation group... will it just play regardless of where I put it in the MDL for the Vore idle addition?
Screenshot
#42 posted by mankrip on 2016/02/08 04:29:59
Mankrip
#43 posted by PuLSaR on 2016/02/08 04:35:56
nice screenshot
Skiffy
#44 posted by adib on 2016/02/08 06:53:43
Awesome work. This shambler shamblers more than the original. Seriously, it has more of the monster. Kudos.
This Looks Awesome.
#45 posted by nitin on 2016/02/08 12:06:07
otp being a cunt as usual. Dont use a new model if you want to. FFS.
Don't Be Mean To Cunts Pls
#46 posted by skacky on 2016/02/08 13:26:32
Awesome model by the way. Looks terrifying.
Also
#47 posted by Shambler on 2016/02/08 13:27:51
Awesome model by the way. Looks like a fucking Shambler. In fucking Quake.
#48 posted by Skiffy on 2016/02/08 13:39:23
Any more juicy screenshots out there from folks enjoying the update? :)
I Love It :-)
#49 posted by Bad Sector on 2016/02/08 13:52:22
It is great. My only nitpick is that the original seemed fatter/blobby where in this remake you can see his waist :-)
Shambler Got Swole
#50 posted by czg on 2016/02/08 13:54:20
He loves to drink dat protein
Shambling!
#51 posted by mjb on 2016/02/08 14:54:17
Fantastic work Skiffy!
Absolutely brooding beast of scary white fur proportions!
I'll try to remember to take a screen the next time I encounter this monstrosity!
Looks Great
#53 posted by Preach on 2016/02/08 19:56:03
So Preach regarding the animation group... will it just play regardless of where I put it in the MDL for the Vore idle addition?
A framegroup counts as a single frame from the point of view of the QC. So you need to replace the frame used in the stand "sequence" for the vore with a framegroup. That frame is ... $stand1??????
OK, but you'd have to worry about that a bit anyway. The first frame of the vore's walk animation has to double as the idle pose, so for starters you need to make sure it's balanced and planted on the ground at that moment. The trick is then to animate an idle there where any of the frames within are reasonable to sit between $walk12 and $walk2. I guess you'll need to keep the idle simple, but it should be fine to add some motion.
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