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the file name of the pk3 was what it was listed as in the QHD_v1.38. it looks a lot cooler when the hellknight is shooting it at you. i like it webangel! i don't play a lot of other games so its new to me. i like things being ported to quake like this!
I watched your clip and it seems that you play on steroids (like in Duke3D)
All your clips are running this fast... hmmm.
And for simple resizing a model you do not need to know how to model.
Most model editors have a "scale" function.
All I did was to increase all 3 scale coordinates to 300% and move the spider upwards, so that its feet are touching the ground again.
You could even use the dpextension .scale, but it also scales from origin point, so you will have to find a way to move your model upwards via qc...
I think adjusting the bbox´s negative coordinates, so that it lifts up is possible.
Play around with it and you will see.
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Hello webangel,
Yes, using a seperate model for the shambler would be good.
But making the spider walk on walls or ceiling is a big nutshell.
Nehahra does it with the shalrath. And I think there is another mod that allows the player to walk on walls/ceilings too (like in the Alien vs. Predator games/movies).
Again, this resized model was more or less just a funny idea, because JDSTONER asked for it.
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Hello gdiddy & webangel,
Regarding the waterfal in ROGUE:
You can still use tex 37, 38 and 39 for the custom water drops.
The specific textures is not used in the start map of ROGUE, but it is still used for the burning corpses effect. But you can switch this effect to an alternative fire effect (look into effectinfo.txt and see my comment) that makes not use of these 3 textures.
Or you can use a dedicated random texture from row 1 or 2 or 3 or 4 or 7.
These rows themselve use 8 slightly different textures. If you cut off one, it will not be noticable.
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