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  • enderandrew
    replied
    Originally posted by talisa View Post
    skin-files are something completely different from textures.

    the MDL model-format can have multiple skins embedded into the model,
    but the MD3 model-format does NOT have native support for multipe skins.
    thus to be able to have multiple skins for md3 models .skin files are required instead,
    which is used to tell the engine which textures to use for each skin.

    skin files are therefor also only needed if the model used is an md3 file.
    seeing that you also have an ogre1.mdl_0 im assuming the model you use is an mdl,
    so you would not need the skin-file since mdl has native support for multiple skins
    In the SMC, there are various skin files that point to different textures. For example, I think there are 4 skins for Shamblers, but they also point to textures that aren't there. (Vore3 and Vore4 exist, but there are no included files for Vore5 and Vore6).

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  • talisa
    replied
    skin-files are something completely different from textures.

    the MDL model-format can have multiple skins embedded into the model,
    but the MD3 model-format does NOT have native support for multipe skins.
    thus to be able to have multiple skins for md3 models .skin files are required instead,
    which is used to tell the engine which textures to use for each skin.

    skin files are therefor also only needed if the model used is an md3 file.
    seeing that you also have an ogre1.mdl_0 im assuming the model you use is an mdl,
    so you would not need the skin-file since mdl has native support for multiple skins

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  • enderandrew
    replied
    One more question about multi-skin/multi-model. What takes precedence if there are .skin files?

    Let's say I have:

    ogre1.mdl
    ogre1.mdl_0.jpg
    ogre1.mdl_0.skin

    Would it use the jpg or the skin file?

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  • enderandrew
    replied
    Thanks, good to know!

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  • talisa
    replied
    @enderandrew

    in rogue you can only use 3 skins for knight and deathknight,
    as rogue uses knight.mdl_1 and hknight.mdl_1 for the statues


    same counts for the multi-grenade ogre,
    which also uses ogre.mdl_1 meaning you can only use 3 skins for regular ogre in rogue


    for the tarbaby you can NOT use multi-skin at all in rogue,
    as rogue uses both tarbaby.mdl_1 & tarbaby.mdl_2 for both versions of the hellspawn already

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  • enderandrew
    replied
    Can I ask a question about how the Rogue SMC works with:

    * Multi-Grenade Ogre
    * Hell Spawn
    * Guardian
    * Statue

    Now, in my ID1 folder I'm already using SMC with multi-model and multi-skin. I have 2 models and 2 skins for all the monsters already. So in my ID1\Progs (via PK3 file) I effectively have:

    knight.mdl_0.jpg
    knight.mdl_1.jpg
    knight1.mdl_0.jpg
    knight1.mdl_1.jpg

    (with normal, gloss, etc maps)

    The Rogue SMC package includes some textures/skins in the starter pack, but of your 4 knights provided, one looks like a statue. Aren't the statues unique monsters placed differently in the Rogue/DoE maps?

    In this post of definitive HD replacements for MP2/Rogue/DoE

    http://quakeone.com/forums/quake-hel...tml#post147049

    There are downloads to replace the DoE specific monsters. But for example, the multi-grenade ogre model download in that thread is ogre.mdl. Wouldn't that just overwrite the basic ogre, and the ogre.mdl in your Rogue SMC Starter Kit?

    Leave a comment:


  • Seven
    replied
    Hello enderandrew,

    You surely have noticed that the smc can be used for all original id1 and mission pack maps as well as all fan made maps which do not need a specific mod to be played.
    That is the reason why shootable lights is no option as it should be kept in mind while creating a map and will most probably best implemented via custom funcs_.

    The SMC focuses to be universal and compatible to as many maps and content as possible.



    Regarding Duke Nukemīs mighty foot:
    If you do not like the pushback that the "instant melee attack" (impulse 20) has, you can edit it to your personal liking. It is just 1 value. The pushback (based on gyro physics) can be changed for all weapons by the way.

    And if you do not like the axe in general as the instant melee weapon, you can change the model to a player foot without any trouble.
    It is a 1 liner in the code. The source is included.
    Here you already have a fitting foot model incl. animation for Quake: click me

    You can thereby switch the axe view model to a foot model. And you will have Duke Nukem in Quake
    I personally do not like the idea, so I kept the axe as "instant melee weapon". But that is just a matter of taste of course.
    As I said, everything that you need is already there: Code and Model. So make use of it.

    Have fun,
    Seven

    Leave a comment:


  • enderandrew
    replied
    Being able to shoot out lights is a nice immersion factor even if it doesn't more directly affect game-play. And it would have some synergy with the flashlight feature, adding in more dark places if you accidentally or intentionally shoot out lights.

    Even if you can't kick the explosive boxes towards enemies (and I would still love to see it) I think being able to kick a melee-oriented monster away has some benefit. I think it would make for an interesting trade-off, where the quick one button melee attack becomes a kick with less damage than the axe, but considerably more push-back. If you want melee with more damage, then take the time to switch to the axe.

    Leave a comment:


  • Mugwump
    replied
    Originally posted by talisa View Post
    the shambler (...) dont have eyes
    That's open to debate, and I personally do see very tiny eyes on the shambler's original texture, on the sides of the mouth.

    Leave a comment:


  • talisa
    replied
    fiends are capable of perfectly seeing in the dark,
    and several monsters like the shambler, spawn and shalrath dont have eyes,
    so it wouldnt make any kind of difference for those monsters wether its dark

    also, these monsters are chaotic, and they would instantly attack anything they would think they see or hear.
    so even just the players foot-steps would cause the monsters to attack, even if they cant see the player.

    Leave a comment:


  • enderandrew
    replied
    Originally posted by bfg666 View Post
    @shootable lights: For this to be of any use, it would also require some code modification to make the monsters stop seeing you when you're in the dark, like in Sock's In The Shadows mod. Otherwise the monsters would still see you while you would be blind.
    It is to the benefit of the player if monsters can't see you in the dark, but it also penalizes the player for sloppy shooting if you accidentally shoot lights and blind yourself.

    Leave a comment:


  • Mugwump
    replied
    @shootable lights: For this to be of any use, it would also require some code modification to make the monsters stop seeing you when you're in the dark, like in Sock's In The Shadows mod. Otherwise the monsters would still see you while you would be blind.

    Leave a comment:


  • talisa
    replied
    oh like that... i assumed it was bad grammar and he meant being able to throw a flare

    but yeah that can be done, but would require a custom lights that are scripted to be shootable.
    in quake the tech-light are just regular brushes with a lamp-texture on them,
    they are not objects like the exploding barrels.


    iirc i actually saw a vid of someone who scripted shootable tech-lights,
    but obviously it required custom maps with these shootable models placed into the map.

    Leave a comment:


  • Mugwump
    replied
    Originally posted by talisa View Post
    the SMC already has a flashlight (impulse 30)
    Andrew didn't ask for a flashlight but for the ability to shoot lights, as in "kill them permanently with a bullet". @Andrew It can be done using triggers in a map that's specifically designed for this purpose, but I don't think that's possible on a map that doesn't have this feature already built in.

    the SMC has the quick-melee attack with axe (impulse 20)
    The axe slashes and slightly pushes enemies back, but not like Duke's kick.

    it wouldnt make sense to be able to kick them around cuz of their massive size
    Because carrying 8 weapons and hundreds of ammo does? This is Ranger, the ultimate badass! Of course he can!

    Leave a comment:


  • talisa
    replied
    @enderandrew

    1- the SMC already has a flashlight (impulse 30)

    2- the SMC has the quick-melee attack with axe (impulse 20)

    .

    regarding barrels:
    doom has small barrels.... but the exploding crates in quake are massive metal containers (twice the size of a man), which would be incredibly heavy.
    it wouldnt make sense to be able to kick them around cuz of their massive size which means they would be way to heavy to just be able to be pushed around.

    that would be like trying to kick a big block of concrete around... the only result of that would be painfull feet
    Last edited by talisa; 01-11-2017, 01:59 PM.

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