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Posted by Kell on 2004/03/27 11:21:33 |
since there's been some discussion of custom monsters, both old and new, I thought I'd share these ideas I've had pulsing in my cerebelum for some time. Depending on my current mapping projects, I'd like to try modelling these sometime in the near future, but I'll pitch the design briefs here and let you foul creatures leer at them... |
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Kell,
#75 posted by necros on 2004/04/19 18:35:54
first of all, i really like the model. the skin is great, as are the animations. i find it surprising it's your first model! i like the rib/bone look of the skin!
so far, i haven't had too much trouble putting the animations in, however, i need you to change some things for the final version.
the death animations are busted... you see, when a monster dies, it falls, and stops falling when it's bounding box hits the ground... not it's origin. so the final death anims need to be 24 units below the origin, because the bounding box goes 24 below it's origin... (so, as it is now, the monster falls to the ground and hovers 24 units over the ground)
there are only two different sizes of monsters, small ones like the player and grunt, and big ones like shambler, fiend, vore, dog...
VEC_HULL_MIN = '-16 -16 -24';
VEC_HULL_MAX = '16 16 32';
VEC_HULL2_MIN = '-32 -32 -24';
VEC_HULL2_MAX = '32 32 64';
these are the presets that quake uses. you actually can't have different sizes of bounding boxes, because the way quake does collision detection. it builds three versions of the map, only the regular is the one you see. the other two get 'extruded' so that the game will know if a hull1 or hull2 can fit through...
as you can see, the z min and max are not even, though the x and y are... so remember to take that into account when you work on the death anim.
also, try to take that into account with the rest of the model... do a uniform move for all frames. i noticed the gaunt is a little forward and a bit down during it's normal movement animations.
the rest of them work great. looking forward to the finished product!
Christ...
#76 posted by necros on 2004/04/19 18:38:26
i always forget something...
i'm using the larger, ogre sized bounding box for the gaunt, kell. ;)
also: yes, you can have different sized bounding boxes, even bigger than the vore sized ones, but the collision detection gets screwed up. entities will impact on the real size of the boudning box, but quake will treat it as a size2 (larger size) bounding box, so movement will not be affected, and it will be able to move into walls until the preset larger bounding box limits it.
Kell Gets The Prize
#77 posted by HeadThump on 2004/04/19 18:40:34
Very original. If you need a good open source sound editing tool, it would not hurt to try this out
http://audacity.sourceforge.net/
Kell, You Have Mail.
#78 posted by necros on 2004/04/19 21:15:49
New Base Monsters
i always thought it would be cool to have a sort of in-between monster that bridged the gap between the grunt and the enforcer. half mindless lurching soldier half sleeker armored shooter. maybe it could throw crates at you!
also if someone could mod the SoA centroid so it could jump and walk on ceilings ala nehahra vores that would be kewl kthxbye.
<3 idbase
W00000t...
#80 posted by distrans on 2004/04/22 04:16:46
...go Kell and necros!
..and I now have a name for the current 100b work in progress - "Disquieting Lash". Thanx Kell
Hm...
#81 posted by necros on 2004/04/22 12:34:49
kell, did you receive my email? i've been having trouble sending mail lately...
Hm?
#82 posted by Kell on 2004/04/22 13:32:30
Yeah, I got it. Just took me a while to reply. Work progresses, protractedly :/
*bump*
#83 posted by Kell on 2004/04/28 07:59:40
Just an update: the gaunt is developing well. Phase I Incubation cycle complete//all biorhythms within established parameters.
Me A Low Skinner
#84 posted by madfox on 2004/04/28 12:29:17
Smal Question...
#85 posted by madfox on 2004/04/28 22:07:34
Is there in Qmle a way to patch an open vertice?
In the Orb model there is a vertice missing.
The side behind the gun back upwards.
I have not been able to make it close, although made several changes.
Spider
and.. who remembers those spider enemies with the death knight attack and scrag sounds?
Yeah, that thing freaked me out the first time I saw it (the sound and the jump), I seem to remember it having new sfx though, not the scrag sounds.
I...
#87 posted by distrans on 2004/04/29 01:22:18
...will also put my hand up at being freaked out when I first encountered teh spider. I'm seriously considering their use for this year's All Hallow's Eve map.
What The Hell Is This Spider Everyone Is Talking About?
#88 posted by necros on 2004/04/29 01:37:16
I'm Trying To Remember Myself
I recall something called "Willy the spider" - basically a flattened sphere with legs, I think it made scrag sounds when it attacked, and screamed like a vore when dying. There may have been a better one, but I don't recall seeing it.
But the System Shock 2 ones were the scariest IMAO.
Spider
#90 posted by Morfans on 2004/04/29 06:08:31
According to the .txt file I'm reading here Willy the spider uses only scrag and vore sounds and was made by a guy called Ken Turner.
Unfortunately his homepage is now dead and I can only find the .mdl and .txt not the .qc so I can't send it over if you want it. :-(
Mind you, it was used in quite a few maps at the time so it shouldn't be hard to track down a copy if you really want it. plumber and wishing well being two I can remember straight off.
BTW. Can't wait to see the finished Gaunt. You guys are just so....
The Map With The Spiders
#91 posted by Fern on 2004/04/29 06:34:14
is TEFDBL3
Link
#92 posted by Fern on 2004/04/29 06:46:33
Madfox
#93 posted by Preach on 2004/04/29 11:15:27
Do you mean welding a vertex? If you do, then there is a very hacky way of doing this in QME. Select all of the vertexes that you want to meet at the same point, and assign them to a new object. Then reset this object's pivot, open the object edit menu, and set the scope to all frames. Then keep shrinking the object, reseting the pivot when it's as small is it will go. Eventually the points will snap to the same place.
Also, here's a screenshot of a naked gug.(It's naked because I can't draw hair on it that doesn't look like black paintbrush lines...)
http://www.btinternet.com/~chapterhonour/gug.jpg
Add-on Q1 Monster
#94 posted by madfox on 2004/04/29 12:15:07
Thanx for your recall, Preach.
As my language isn't that commen, asurely not in constructive terms...I am trying to understand what you ment.
But as I posted the *.mdl in #84, it shouldn't be that hard to take a look at it. It is a vertex what doesn't want to "fill".
I've been trying with clipping, but it doesn't work. It still keeps an open vertice.
There must be a way in Qmle to repair it.
Ah, Gotcha
#95 posted by Preach on 2004/04/29 13:50:18
Had a look at the model, and I see what you mean. Luckily, it is quite easy to fix that. Select the three vertexs around the hole, and then right click. From the right click menu, select make triangle, and it plugs the hole.
Spider
#96 posted by Harb on 2004/04/29 14:27:22
I used the spider in a couple of my maps... changed the QC so that it used new sounds tho.
Thanks Preach!
#97 posted by madfox on 2004/04/29 16:40:49
Great! I kept going from the dxf file.
Now it finally fits.
Um
#98 posted by Tronyn on 2004/04/29 18:37:35
There are two spiders for Quake.
Check http://www.planetquake.com/qca
in the monsters section
you can find the zipfiles in the cdrom.com mirror, linke at my site
Alas the best spider is probably the Hexen II one.
The Hexen 2 Models, Static And Animated
#99 posted by HeadThump on 2004/04/29 19:50:37
are little masterpieces of Very Low Polygon modeling.
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