More Custom GIBS!
#117 posted by Skiffy on 2016/06/26 09:15:52
Well everyone I've finally got around to adding custom giblets for Arcane Dimensions to go along with this HD shambler release.
The above links have all been updated so the ZIP and readme "should" be the latest versions.
New Screenshot!!
https://dl.dropboxusercontent.com/u/1849053/Shambler_Gibs_Done.jpg
Give it a try and tell me what you think.
Cheers!
Looks Great...
#118 posted by Barnak on 2016/06/26 20:58:59
But what about a remake of our favorite bitch on three legs, with a bloody oozing snatch and puffy tits ?
#119 posted by dwere on 2016/06/26 21:09:37
Vore and shambler are among the best models in the game. I think of all the monsters they should've been remade the last (unless every subpar monster model was remade already).
Anyway, looks great.
WOW
#120 posted by anonymous user on 2016/06/26 22:34:30
The bones sticking out on those gibs are so effective yet so simple.
Loving it!
NICE Gibs!
#121 posted by xaGe on 2016/06/27 07:54:20
Great job!
Wow, Nice Job!
#122 posted by Kingold on 2016/06/27 11:05:44
Tasty barbecue material. Yummy yummy.
#123 posted by dwere on 2016/06/27 13:14:08
the axe having no impact flesh sound
Actually, it has, but it only works on other players, and is a horrible hack.
Gibs Gibs Gibs.
#124 posted by Skiffy on 2016/06/28 02:04:47
Barnak later end of the year I will resume that project. But your dream version will stay a dream. I wont go down that path for the Vore. Feel free to make it yourself though.
Dwere - Nope the Shambler was the worst offender next to the Vore when it comes to a model that was lower that the most basic enemies in terms of polycount and pixel density. That is why I put them on my list first. You can find some notes of that in the text file.
Happy gibbing everyone!
#125 posted by dwere on 2016/06/28 09:24:21
Polycount and pixel density don't mean much to me.
Bloody Pixels?
#126 posted by Skiffy on 2016/06/28 14:53:50
Thats ok it does to me and its the reason I made a new shambler and eventually I will get to various other members of the Quake cast.
Shambles
#127 posted by mjb on 2016/06/28 14:57:37
Skiffy,
Your HD Shambler is how I see the Shambler should have always been. I have used it since the day of its release!
Looking forward to future models and well done.
Bloody Pixels
#128 posted by dwere on 2016/06/28 15:15:51
They aren't that bad, especially in engines that can display NPOT skins in their original resolution (judging by your preview/comparison picture, your engine of choice can't). Not that I'm trying to convince you.
If I was to nitpick anything, it's the overuse of dithering. It only looks noticeably messy where red meets brown, and pretty much only on the head gib, but still.
Sexualising Does Not Make Them Creepy!
#129 posted by Stop sexualising vores!!! Pervs! on 2017/02/09 21:48:55
You weirdos disgust me the vore is a monster not a demon hooker!! The old vore sounds way creepier than that pervertery! Fuck you!
Really
#134 posted by sevin on 2017/02/13 05:25:52
You created a new account to bump this and say that? Come on man, I thought Skiffy had posted the Vore model...
I Have A Logic Reason To Critisize The Vore:
#135 posted by brassbite on 2017/02/13 06:14:56
In Quake none of the lovecraftian enemys have 'heads'. Only a teethy opening to devour lesser creatures. :D
#136 posted by TERMiNAL on 2017/02/17 19:05:11
This model won't work for me.
I'm using it with Quakespasm, I have the progs folder in the id1 folder...what gives???
#137 posted by dwere on 2017/02/17 19:17:58
Unfortunately, *.pak files take priority over anything that simply lies in the folders in Q1.
Either shove the model into a new pak (make sure to name the pak properly, Q1 is picky about that too), or use a mod directory instead of id1.
#138 posted by TERMiNAL on 2017/02/17 19:22:11
That seemed to work thanks, I named it PAK2 and put the progs folder in.
But if I put the gib files it, it says invalid filename.
#139 posted by TERMiNAL on 2017/02/17 19:24:05
Oh wait see it only works for Arcane Dimensions...
#140 posted by dwere on 2017/02/17 19:45:26
The filenames are simply too long. It's not a pak format limitation, it depends on the pak editor used (PakScape doesn't have this problem, IIRC).
But yeah, there's no point in including those gibs for regular Quake.
#141 posted by anonymous user on 2017/02/17 19:55:30
Ah thanks, I was using pakexplorer...
works fine now, I'll keep those files in the id1/pak2 file :D
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