 Wait...
#7694 posted by madfox on 2008/07/30 01:25:43
flies around and tosses some projectiles...
I succeeded to compile it out of the SOA mod and yet it has become a quite powerfull dragon.
It can flie around but also attacks you with a rather tacky advancement, becoming a monster Chtong could compare with.
Sets your heals on fire and traces you down to the slightest hideaways.
 Sounds Awesome@@
#7695 posted by RickyT33 on 2008/07/30 02:58:36
gimme gimme gimme
 The Dragons From Soe(by Tronyn)
#7696 posted by spy on 2008/07/30 10:10:06
 Dragon Fro Rogue
#7697 posted by Hrimfaxi on 2008/07/30 12:18:40
Look in Necros ne_sp06 - Once upon Atrocity
annd my own hrimsp1 - Frying obstacles.
 2 UT3 Questions
#7698 posted by Jago on 2008/07/30 14:33:45
How does one:
1) Select all static meshes within the "red building box"?
2) Copy/Paste all selected meshes from one map into another?
 Hmm
#7699 posted by DaZ on 2008/07/30 18:00:01
can you not filter out everything else and then do a select all? Just a thought as I dont have the editor in front of me right now...
 Just Something To Keep In Mind:
#7700 posted by necros on 2008/07/30 21:37:12
at the time i made it, i hadn't understood how quake collision hulls worked, so i just made the dragon move like a normal monster, which means he clips into geometry a *lot*.
it would be worth coding some kind of method of navigating via nodes or make extra large bbox collision code.
or build some kind of clipped off area that the dragon can fly in, but that's more limiting because the player will collide into it as well.
it just occured to me that it would be cool to be able to make clip brushes that only affect certain hulls..... that's a compiler thing though. :S
#7701 posted by negke on 2008/07/30 21:42:22
Or func_monsterclip for problem cases.
 8-) Yeah
#7702 posted by Hrimfaxi on 2008/07/30 22:25:31
I had a lot of trouble getting that stupid dragon to stay out of the geometry myself!!!
I'm using the dragon once again in a upcomming map. The map is done I just need to finish of the QC code.
 Dragon
#7703 posted by madfox on 2008/07/30 23:05:49
now we're on the subject I'm thinking to open a new toppic about monsters, as I almost seem to like it even more than mapping.
And I see more new maps then new monsters.
I tried to get a hold on the dragon, with some help of preach. I wanted it to function normal as any other entity monster. So I can give it path_corners and all.
I got stuck with the spellmaster.qc so I decide to make my own. This dragon has not only a firenball but also a thunderbolt.
I would like to give it a flame breach but sofar I haven't come.
The frames are rather strange grouped, other than in DOE, but I added some death frames.
It might be hard to kill as the health parameter is 2000, this for the fact it would be an end boss.
http://members.home.nl/gimli/drago.rar
I would like to hear your reactions, as I was interested in it the first moment I saw it in DOE.
 Dragons
#7704 posted by gb on 2008/07/31 03:19:02
Hrimfaxi, thanks for the tips!
I played with this mod for a while:
http://shub-hub.com/idgames2/quakec/monsters/dragons.zip
and I think it is unbelievable. Those dragons circling in the sky and your dragon familiar fighting other dragons in the air, it looks like something from Star Wars... incredible feeling. Several kinds of dragons.
It uses the QTest dragon though, and it's more a regular monster than a boss.
Necros, played that map, have to say very nice! But I feel the dragon is a bit radical for my needs. (HP and attack) You really tried to make it into a boss monster, which was successful (be quick when switching to God mode/picking up the pent). Personally I'd want dragons a bit weaker and kinda circling over the battlefield, and then an indoor boss.
Madfox, newboss: you mean the red snake like thing that comes out of lava? It would perhaps need a better skin... the shape looks ok.
Now on to playing the other maps.
 Madfox' Dragon:
#7705 posted by gb on 2008/07/31 04:29:42
It's cool, although it moves totally differently from the above mentioned dragons. It kinda floats upright, and it's more worm shaped (rogue) versus more crocodile shaped (qtest).
The upright position makes it look special. It is rather helpless once you get behind it, I think it would need to turn faster and have a bite or tail swipe attack.
Since it has paws, unlike the qtest dragon, I could also imagine it walking on the ground, like the dragon in Tomb Raider 2, only taking off when hurt (or not at all.) In that case, it should be slow and have a ton of HP. Although even with a small dragon like this, a rocket to the face should make some impression... its HP are rather high. The above mentioned dragon takes 5 rockets to kill, in comparison. So it's tempting to use in packs (and it looks cool when they infight.)
The rogue skin is better than the qtest one, although with the detailed skin and unusual movement, it looks distinctly Quoth.
The qtest one looks like just another monster, which isn't bad if you think about it, if you know what I mean. Once you killed it 200 times, the skin isn't so important anymore. :-)
#7706 posted by Trinca on 2008/07/31 14:26:10
fuck how do i put the Zombie to start in the floor laydown?
 Qc
#7707 posted by ijed on 2008/07/31 15:07:55
Search in id for ZOMBIES! by Ace_Dave
 Just Guessing Here But...
#7708 posted by RickyT33 on 2008/07/31 16:17:38
I think you have to set a targetname for the zombie, then target it with a trigger.
I was looking at the map source for E1M3 and there are zombies which target other zombies, zombies targetted by triggers and some with spawnflags 256. That seems to be it! 256 is a "not in whatever skill" isn't it?
#7709 posted by Trinca on 2008/07/31 16:26:58
nop... dont work :(
 Doesn't Work In Id1
#7710 posted by negke on 2008/07/31 16:58:08
Unless you want them for decoration only. Then you can turn a crucified zombies with "angles" "# # #" or use the modelindex hack for its death frame.
#7711 posted by Trinca on 2008/07/31 17:14:18
it can be decoracion... but what is value? i try many...
angles" "# # #"????
 Sleeping Zombies
#7712 posted by spy on 2008/07/31 18:18:05
spawnfalgs 1(2?)
doesn't work in the regular id progs
'work' in the soa , doe & zer(i guess)
 Id
#7713 posted by necros on 2008/07/31 21:25:20
never had sleeping zombies. they would just push a zombie up from the ground with a func_door.
 No .pts File
#7714 posted by Orl on 2008/07/31 21:50:34
Alright, so since TxQbsp keeps giving me a bogus error of "subdivideface: didn't split the polygon" when I know for a fact I don't have any textures below 0.20 scale, I tried to compile this map I have with TyrQbsp. Surprising enough, it worked with no problems.
Well, almost no problems. The log clearly says the map is leaking "Reached occupant" but when I load it up in an engine and type in "pointfile" it says a .pts file doesn't exist.
Where is tyrqbsp placing the .pts file?
#7715 posted by negke on 2008/07/31 23:03:12
Trinca: try "-90 0 0" for face down and "90 0 0" for lying on its back. The middle number rotates the zombie horizontally iirc. Play around with these values and you'll see.
Orl: Check the faces at the given coordinates. If the texture is only 32*32 or below, a scale of 0.2 might be too small already.
Tyrqbsp doesn't place the pts file anywhere different. Can't remember what the trick was to get it to create pts/prt in such a situation.
 Negke
#7716 posted by Orl on 2008/07/31 23:33:57
Well, heres the situation. The texture that is scaled small is 272 by 224. Now when I applied this texture to certain objects at a scale of 0.20, Txqbsp was fine. But after I made more of the same objects, with the texture scaled to 0.40, txqbsp spits out that error.
This doesn't make sense to me. That and why tyrqbsp isn't giving me a leak output.
#7717 posted by RickyT33 on 2008/07/31 23:50:38
The texture that is scaled small is 272 by 224.
I recon that this could be the problem. If you place the texture on a 512x512 canvas that might solve the problem.....
 Sideways Hack
#7718 posted by ijed on 2008/08/01 02:06:58
As an aside, rotating things by pitch yaw roll as negke describes can be applied to teleport_destinations if you want a player to be drunk after a teleport.
Probably better in the old progs thread.
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