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Go Back Home > Forums > Quake Mod Releases > Finished Works > Shader Animated - "RocketBox Ammo" (ID1 + Rogue) Search Forums

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Unread 02-23-2011, 05:13 PM   #1 (permalink)
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Shader Animated - "RocketBox Ammo" (ID1 + Rogue)

This is compatible with Seven and I's animated b_boxes. So to install you can just drop it in and it will work without having to delete any files.
You can find the pack: Here

Large Rocket Ammo:

Small Rocket Ammo:


Multi Rocket Ammo (Rogue/DoE)
Large:

Small:


This was a idea that I had a long time ago, barely started it then when Seven brought up the shader ammo - dropped the idea and worked on it. Decided to go and finish the project. I basically thought of making the Rocket ammo into boxes as I've always found it weird that the ammo looks exactly like the rockets - but you can fire a grenade and it looks COMPLETELY different, magically the Rocket turned into a completely different projectile.
The design is based off Ruohis' ammo.
The mesh is a HEAVILY modified version of his nail ammo. Texture was also modified quite heavily too. Credits out to him. A mention out to Seven for the co-work on our ammo pack which finally made me go and finish this.

***Download Here***


Also, if bored - do read the Warning text
Unread 02-23-2011, 06:22 PM   #2 (permalink)
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I like this a lot! better than the game's original if you ask me.

Thank you.
Unread 02-24-2011, 02:30 AM   #3 (permalink)
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Originally Posted by ooppee View Post
...I basically thought of making the Rocket ammo into boxes as I've always found it weird that the ammo looks exactly like the rockets - but you can fire a grenade and it looks COMPLETELY different - yet that Rocket you picked up magically turned into a grenade when you fired.
This kind of thing In games always bothers me too and oftimes never gets to be resolved untill years later (mine was that rubbish pistol sound in doom that, IMO, ruins the chaingun!) Many will shun it for varying the originality and/or ruining their nostalgia trip but for many more, including myself its a welcome repair of such an obvious continuity error that id love to bug us with!

very well done sir!
Unread 02-24-2011, 04:20 AM   #4 (permalink)
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This is delicious, i want to stock it to my Quake.
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Unread 02-24-2011, 12:26 PM   #5 (permalink)
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nice one! a really great idea!
this has been really good to have a laptop and just be able to surf the web (even have download limits in this wireless network) got tons of ideas
Unread 02-24-2011, 07:56 PM   #6 (permalink)
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Originally Posted by osjclatchford View Post
This kind of thing In games always bothers me too and oftimes never gets to be resolved untill years later (mine was that rubbish pistol sound in doom that, IMO, ruins the chaingun!) Many will shun it for varying the originality and/or ruining their nostalgia trip but for many more, including myself its a welcome repair of such an obvious continuity error that id love to bug us with!

very well done sir!
Have to agree with you on that. I think they did it though as it used the pistol ammo. However IMO they should of made a new sound lol. Chaingun was a classic in DooM but it sounded like a toy gun

Also another annoyance in Quake for me was the Super Nailgun -> 2 ammo but only 1 projectile. I've considered making a nail projectile which was simply 2 nails (one trailing the other). So when you fire it, appears like 2 nails are coming out kinda like this in bad text design: ]==>]==> would shorten the nail a bit so the projectile isn't so long but get the general idea. Did it in the past but was with the original model and it actually made the Super Nailgun seem even deadlier!

[Edit]
Done it:

It's 1 Super Nailgun shot - just doubled the nails. As the gun removes 2 ammo per shot - should be 2 nails per shot
Will release tomorrow (or later tonight) as a nail pack. 1 texture for both nails
I believe this is Ruohis' model.
Sadly can't do the same for the Lava nails as in that one they share the same model, although could easily include a custom progs.dat
Attached Images
File Type: jpg doublenail.jpg (58.4 KB, 180 views)
Unread 02-25-2011, 05:39 AM   #7 (permalink)
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Hello OoPpEe,

One nail trailing the other ?
Where would the second nail stick then. In the head of the first ?
I think you would replace one illogical thing with another.

Both nails should be beside each other.
(with a smaller head to bring them nearer together)
That would look "deadlier" and makes maybe more sense in my opinion.

Of course when you are using Ruohis“ SNG with those VERY slim barells (from Rygels pack)
instead of a more faithful SNG model with big, threatening barells like the original had (more like this),
the paired (side by side) nails are also not realistic.
So the new nail model must also fit to the used SNG model.

As always, that is just my opinion.
And as you know, I am wrong many times...

Kind regards,
Seven
Unread 02-25-2011, 09:12 AM   #8 (permalink)
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the original nails where just different color, i just assumed the supernails where just some better armor piercing nails.. or something like that
btw, oncerning framerates, i thing my remade nail models have a bit too much roundness, so a few guys having a nailfight will result in a lot of polygons fyling around.. just a thought i had while thinking what i could improve
Unread 02-25-2011, 10:51 AM   #9 (permalink)
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Yeah your nails were 216 polys (if I recall). I've considered remaking them - using same texture. However the head would be a single cylinder without the "smoothed" head and then the nail part would be the save with only it going to a single point (your pointed part is in 2 sections).
That there would alone drop the polygons in half or more.
Unread 02-27-2011, 03:39 PM   #10 (permalink)
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This sounds like a great idea.
Ill download this as soon as its up!
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