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  • Ruohis
    replied
    if it's a hammer it's something like Mjölnir, and it fires lightning and shit, not grenades

    Leave a comment:


  • talisa
    replied
    lol at that story


    and to answer your question... yeah i always assumed it was some kinda grenade-launcher thingamajig.
    didnt really look anything like one but that mustve been cuz they had to keep poly-count as low as possible.
    but if you look at it closely you can see it sorta resembles something like it

    Leave a comment:


  • Tea Monster
    replied
    ... or the Ogre runs at you with chainsaw held high - he jerks back for an instant and he brings the suddenly still blade down onto your shoulder. He looks at your intact shoulder, then looks at the motionless blade sat on your shoulder. You both share a 'WTF' look and then both of you look back at the unplugged extension lead lying on the floor several meters away.

    The Ogre smiles a very embarrassed grin and whips this huge white card from under his tunic. He sticks it up close to your face. You read on the card: "Sori fr teh Dellay Weez spershuning sum tekicul diffnicultyz" is scrawled in blood on the card.

    Back on topic, I gave him a hammer as that is what he seems to be holding. Is it a grenade launcher?
    Last edited by Tea Monster; 08-23-2012, 05:05 AM.

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  • Ruohis
    replied
    Originally posted by MadGypsy View Post


    ya! give him a butter knife while you're at it. IMO chainsaws are too complicated for an Ogre to use. You have to fill it with gas, pull the cord and then hold a button. Gas, cords and buttons have no place in Quake.

    I can imagine the awkward moment, you stand there with your rl, the ogre sees you, he tries to start the chainsaw, oh no... he forgot to fill it up with gas.. he runs away ashamed and fires a grenade at him self

    Edit: and the grenade launcher is just a chopped of version of my g_rock model, i just did it to illustrate my point but you're welcome to use the same idea. I can also share my model if needed, it just needs to be perfected a bit
    Last edited by Ruohis; 08-22-2012, 11:42 AM.

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  • talisa
    replied
    yeah i totally agree with seven, on that it would be more neat if the ogre had a grenade-launcher of some sort rather then a hammer

    ruohis had a great idea about this, he's even whipped up a model:
    Originally posted by Ruohis View Post
    mebbe you could collaberate with him, and use his grenade-launcher thingy?

    Leave a comment:


  • golden_boy
    replied
    Regarding the animation stuff, boy, there are some unhealthy practices in Quake modding. Renaming *.iqm or *.md3 to *.mdl seems like an outlandish hack.

    I don't understand how that is OK while on the other hand, the file signature for BSP2 being "2PSB" was apparently intolerable

    but hey, more power to you. *shudder*

    Leave a comment:


  • Seven
    replied
    Originally posted by Tea Monster View Post
    What I'm going to do is a vanilla run of Q1 anims for maximum compatibility. If someone wants to do something funky after that, I don't mind tweaking as required.
    Hello Tea Monster,

    Whatever you do, please be sure to also create the unused animation frames "pull".
    I simply love this chainsaw-pull-animation.
    I modified these frames a little bit and got a nice new animation:
    [ame=http://www.youtube.com/watch?v=HLV7m6FxGSw&feature=plcp]Quake Ogre animation with unused frames - YouTube[/ame]


    Originally posted by Tea Monster View Post
    Here is the model in it's current state. I've got the hammer and the chainsaw parented to the armature so that he can swing them around.
    You gave the Ogre a hammer ?
    Wouldnt a grenade launcher be a good idea ?

    Very good work.
    Seven

    Leave a comment:


  • MadGypsy
    replied


    ya! give him a butter knife while you're at it. IMO chainsaws are too complicated for an Ogre to use. You have to fill it with gas, pull the cord and then hold a button. Gas, cords and buttons have no place in Quake.

    Leave a comment:


  • talisa
    replied
    looks real awesome tea monster

    although i do still hope you'll also make a version where the ogre is holding the chainsaw instead of having it augmented.

    imo augments dont fit into quake, feels to quake2-ish.
    not that quake2 is bad, i think its an awesome game too, but they're so different in every way
    and to me it feels like a not-so-good idea to have something quake2-ish in quake1

    anyways, imo augments just dont fit into quake1

    Leave a comment:


  • Tea Monster
    replied
    With a (un)healthy dose of mechanical ripping injuries.

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  • MadGypsy
    replied
    release the rigged low poly Blender file so that people can use it in mods if they desire.
    Ogre Wars: Blunt Force Trauma
    Last edited by MadGypsy; 08-22-2012, 05:56 AM.

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  • gdiddy62
    replied
    This is looking fantastic!!!

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  • Tea Monster
    replied
    I'm familiar with frame interpolation from EDuke32. I have no idea on how to implement it in QC though. What I'm going to do is a vanilla run of Q1 anims for maximum compatibility. If someone wants to do something funky after that, I don't mind tweaking as required.

    Generally, IQM sounds like the way to go for DP.

    What I do plan on doing is what I did for some of my Doom 1 models and release the rigged low poly Blender file so that people can use it in mods if they desire.



    Here is the model in it's current state. I've got the hammer and the chainsaw parented to the armature so that he can swing them around. This is a quick pose to show you how it looks. I've not started animating yet, I've got to fix some weight painting issues first. The spec maps haven't been done yet and the chainsaw dosen't have a diffuse texture yet. This isn't in game, it's a Blender OpenGL Viewport screen.

    Leave a comment:


  • Spike
    replied
    you can use csqc to directly set the animation time. increment it by a different value from the frame time to change the rate the animation plays at, which can theoretically be used to accelerate or decelerate an animation over time if you set your timers correctly.

    I would be hesitant to split an animation in to multiple framegroups. switching between frames will result in aproximated frame timings. higher framerates = worse quality. you might find your saw chain or whatever freezing or even juddering backwards (if seen in slow motion, anyway - really you'd not be able to see the actual position of the chain at any specific point).

    bear in mind that framegroup files are a dp-only feature. If you're using IQM, you should not need them at all as the model format directly supports all such functionality.

    Leave a comment:


  • echos
    replied
    ahh i see what you're saying now, but my goal was to use this for the legacy animations and keep them compatible, any kind of qc changes would break the backward compatibility. i'm coming to the conclusion you just can't have nice animation unless you redo the qc.

    Leave a comment:

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