With the Ogre, what problems were you having with the animation?
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yeah I suspected no less would be the result. but as you say, we got what we got and that is far from nothing.
as for the ogre.
its funny but I've only just loaded up quakespasm today after a little leave of absence from it and I found that 'new' ogre (based on the quake1.5/ad one) to be abbhorrant to me now!
Ive actually gone back to the chillo one we've been using up till now...
I think, in the end, I just prefer the characterisation of the animations that it has.
quake is all about atmosphere and I think the chillo one has that in droves, espescially the idle/prowl animations...
yeah the model has some bugs (neck etc...) and yeah the ad one is technically a better match model-wise but it just seems a little too cartoony and less menacing to my eyes now.
still its a great model to be used as mon_ogre.mdl when playing ad, this way all of the ogres in arcane dimensions will match...
anyway... funny what a break can do to your opinion of things, is what I guess I'm saying...
Last edited by osjclatchford; 02-26-2021, 11:40 AM.
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Yeah, thats true. It'd be a damn shame for all my work on the skin to go to waste.
so for me, Im gonna be using that one long-term, methinks.
as I say, I will still use the ad one in ad as the regular ogre...
would still like to see whatever tm manages to cook up though. altermatives and choices are never a bad thing...
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Someone reported a problem with the anti-grav belt in R2M8 when using vkQuake. Apparently it's about skin size since the error is about the skin being taller than 480 pixels.
Since it works in Quakespasm, I consider this to be port-related and recommended to open an issue about this in the vkQuake Github.
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Ok, change of plans.
Looks like 480 pixels is max skin size in Quakespasm, too. This only works in QSS, which I am using, so I couldn't confirm this issue.
Therefore we need to downsize that anti-grav belt skin size after all. Otherwise anyone not using QSS will not be able to load this pack with DoE. Ideal would be shrinking the skin to 50% size ( 352x388 ), which should be more than enough.Last edited by NightFright; 03-01-2021, 01:17 AM.
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Outstanding!
Since a few important fixes came together and it doesn't seem we are waiting for something big on short notice, I will do a service release now so we have a solid base to work with again.
Download Rev.#24 on Github
Auth Model Pack on ModDB
Changelog Rev. #24 (Mar 1, 2021)- Update: NPCs
[ID1] Fullbright pixels on Chthon skin removed by osj - Update: Weapons
[ID1] Smoother recoil animation + skin adjustments for Rocket Launcher by osj
[ROG] Smoother recoil animation + skin adjustments for Multi-Rocket Launcher by osj - Update: Items
[ID1] Pentagram of Protection by Lunaran (from "Copper")
[ID1] Quad Damage by Lunaran (from "Copper") - Update: Props
[ID1] Lava ball by osjclatchford (based on Chillo model)
[HIP] Lava rock by osjclatchford (based on Chillo model)
[HIP] Proximity bomb by osjclatchford (based on Chillo model) - Fixes:
[ID1] Backpack UV mapping skin fix by Tea Monster
[ROG] Anti-Grav Belt skin downsized by 50% (to avoid issues in many ports)
Last edited by NightFright; 03-02-2021, 03:58 AM.
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- Update: NPCs
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Any chances we get some smaller things from the to-do list done, e.g. identical walking frames 23+24 of our current Vore or GL/RL muzzleflashes? I know it sucks to edit existing mdls without source.Last edited by NightFright; 03-09-2021, 02:24 PM.
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