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Generations Mod: Tabun's Enforcer

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  • LambentHammerBurst
    started a topic Generations Mod: Tabun's Enforcer

    Generations Mod: Tabun's Enforcer

    I was granted permission from Tabun to release the model. I've included a custom headgib.

    IMPORTANT
    As per Tabun's request this model is NOT to be released in any packs but on it's own. Please be respectful to follow this rule as he was nice enough to grant permission of this release.

    This model does differ from the ones shown in some of my previous screenshots. I use a edited version that contains DooM 3 content. That will never be released - this is the closest to that. It uses the same animations and all (which may cause some deformities with this model).

    Please visit Tabun's website to see and download this model for Q3 and other content he has created:
    Tabun

    Also visit Generations Mod - the origin of this model:
    WireHead Studios - Generations Arena




    Download link updated - thanks Splatterface!
    Attached Files
    Last edited by LambentHammerBurst; 01-03-2011, 05:01 PM.

  • HDMaster
    replied
    Hi everyone, I did a mod compilation for ID1 but I have a problem with the enforcer's multiskins and models, sometimes the model is completely invisible, and when I manage to get it to display, the weapon does not move and when I kill it it remains standing and freezes ... I use MULTISKINS_QUOTH_TABUN_ENFORCER-TALISA.PK3 and ZMONSTERS-ENFORCER-TABUN.PK3 Can someone help me to finish my mod correctly please? Thank's.

    http://quakeone.com/forum/quake-help...r-models-skins

    Leave a comment:


  • Seven
    replied
    Originally posted by echos View Post
    ...i havent installed the smc yet, looks like a lot of work to set it up...
    Hello echos,
    What makes you think it is hard to set it up ?
    It is just 1 single, lonely .pk3 file.
    You do not need anything else.
    Only put this 1 small file into your ID1 and you can already play it.

    Seeing what you want to do:
    'Giving a model a hardcoded flag' is telling me that you are looking for some particles in your Quake and maybe some eye-candy as well.
    In that case, you should try it at least one time.
    I guess you will like it.
    Just be sure to not continue a saved game, because changing a 'progs.dat' with a savegame gives you issues.

    And always remember:
    Giving a model a fixed flag (and thereby a fixed particle effect) will most probabaly not look good, because it isnt made for that specific model.
    And without haveing a custom effectinfo.txt, this will not make a big difference anyhow. You will have the original DP hellknight trail effect on it.

    With the mod, you will be able (just like splitterface say) to edit the particle effect to your personal liking.
    But the mod already has a custom particle effect for all projectiles and models, so first try the ones that come with the mod before you change something.

    Have fun,
    Seven

    I am sorry for offtopic.

    Leave a comment:


  • webangel
    replied
    Model flags:
    http://quakeone.com/forums/quake-mod...es-models.html

    Guide:
    http://quakeone.com/71757-post484.html

    Leave a comment:


  • talisa
    replied
    yeah i think its actually an md3. so just manually change the extension to md3 and you should be able to open it.

    smc isnt any work at all, its just drop a pk3 in your ID1 folder, and copy over the effectinfo and autoexec.cfg from the rar into id1 folder, and done.

    but yeah, it wont work with mods and such that use a custom progs.dat, itll only work with maps and such that do not come with their own progs.dat

    anyways, here is a special tool lordhavok has made which allows quickly changing flags on models. id have no clue though which flag is the one you'd need to set on the laser to have it use the hellknights projectiles effect.
    http://www.mediafire.com/?ima7on9x4p5deon

    Leave a comment:


  • echos
    replied
    hey splitter the ooppee laser you uploaded was the plain one without a hellknight trail on it, and when i tried to open it as a mdl with qme to add one it said its an invalid file. is it actually an md3 file or something else? and if so, how can you set those bitflags on the model if its not a real mdl file

    i havent installed the smc yet, looks like a lot of work to set it up and it probably wont work with other games that have a custom progs.dat? thats why for now i'm just trying to make everything look nice the hard way hehe

    Leave a comment:


  • talisa
    replied
    actually, it is possible to adjust this effect.
    http://quakeone.com/forums/quake-mod...mpilation.html
    in the small mod compilation seven redefined every effect of every item of the game to use its own effectinfo entry, so you can easily adjust every aspect of every effect from every item in the game

    also the glow of the enforcers laser-blast

    the item you'll be looking for is near the top, the item named
    'effect laser_trail' should do what you want, the bottom lines of that effect set the lights on the laser


    just like i for example increased blood amount when gibs fly around, and in rogue i added the hell-knights flametrail to the lava-nails
    Last edited by talisa; 08-15-2012, 09:59 AM.

    Leave a comment:


  • echos
    replied
    thanks again man, yeah ooppee posted in that other thread that lasers, quad/pent glow, and possibly wall torches, all use a common definition in the sourcecode of EF_DIMLIGHT and editing the definition isnt possible in the effectsinfo.txt file. hopefully lordhavok can fix it someday to allow us to edit these as effects too, or provide some cvars to adjust the display properties of each. that way we can have a seperate effect for both the laser and the hellknight trails. :p actually i wonder if we could set this laser to use the lavaball property? that glows nice and orange hmmmmm

    Leave a comment:


  • talisa
    replied
    yeah sure, of course i have it

    le voila: ooppee-laser.pk3



    ps you can email lord havok about fixing the glow all you want, but thats something that is not done engine-side.
    lord-havok only works on the engine itself, not on these effects and stuff like that

    Leave a comment:


  • echos
    replied
    thanks man i really love these enforcers do you also have the laser bolt upgrade OoPpEe did? that file is down too. i have always hated the white glow around lasers it really should be orange like on the lavaballs. i think i even emailed lordhavoc a couple years ago begging him to fix this.

    Leave a comment:


  • talisa
    replied
    abra...cadabra: Tabun-Enforcer.zip

    Leave a comment:


  • bluntz
    replied
    Thank you Oopee ,it's just swell
    and btw do you ever sleep?
    I also agree there should be a bakup and/or mirror for all this new content.
    At the very least it should get loaded to the shubhub.

    Leave a comment:


  • echos
    replied
    hey can someone please reupload this enforcer model? the link is dead

    Leave a comment:


  • DaniOcampo1992
    replied
    Great job!

    Leave a comment:


  • seanstar
    replied

    Hi



    ive been working on this skin for one...if not the best upgrade for quake.


    Tabun's Enforcer.


    here some screens
    ``````


    also worked on the head gib.


    my only problem is his right leg drags...but i think OoPpEe maybe could still


    tweak the animation.



    regards



    Sean

    Last edited by seanstar; 11-10-2011, 07:18 PM.

    Leave a comment:

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