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Shambler Castle - Vore, Scrag, Fiend + Gibs (Version 2) + Axe Added

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  • talisa
    replied
    @ seven
    ah... yeah i noticed that likelyness but i didnt know it was actually the doom3 zombie
    quite a shame it cant be ported cuz its copyrighted, it would make for an awesome zombie in quake, it looks like it would fit perfectly in quake, and the build of the zombie matches the one from zombie in quake quite well. so real shame it cant be ported due to copyright



    and yeah, i saw your post about that "In Hell - Directors Cut V.1.1" doom3 mod in another thread too a few days ago and i downloaded it and i totally love it
    wanted to give you a reply about posting a link to the mod in the other thread but that thread was locked

    so lemme do it now then:
    huge thanx for the link to that totally awesome mod seven, i totally love it.
    most awesome doom3 mod ive ever played
    so far ive already gotten to the map 'dead simple', which is awesome too cuz its a tribute to the map with same name from doom2.
    just a bit ago i gave a good friend of mine link to the mod cuz i love it so much.

    Leave a comment:


  • Seven
    replied
    Originally posted by splitterface View Post
    i just downloaded the shamblers castle mod for doom3...
    ...i also saw there were zombies in the mod. why didnt you port over the zombies too?

    i think they look pretty awesome, and would fit pretty well into quake

    would be totally awesome if you'd port over the zombie too from the shamblers castle mod

    Hello splitterface,

    I am not OoPpEe, and I am sure he will check in and answer your question soon.
    Until that, let me write some words:

    It is good that you downloaded that great Doom3 mod.
    Now open the data and take a look into its .pk4 files.

    You will find monster models by Henk "Obi-Wan" Bernhardt.
    3 of them have been ported with great effort by OoPpEe to be usable in Q1:
    - demon
    - shalrath
    - wizard

    There are only 2 more monsters in that mod:
    - shambler
    - shambler boss

    There is no zombie custom monster in that mod.
    You saw the alikeness of the zombie with the Doom3 zombie_boney, didnt you ?
    And the original Doom3 monsters are copyrighted.


    PS: Knowing that you love Quake1 style, please be sure to play Steve "Doomi" Kirbst´s: "In Hell - Directors Cut V.1.1" at least once.
    I have no words to describe how amazing this extremely long map pack is !

    Leave a comment:


  • Phenom
    replied
    Reading this thread I get Quake envy real bad.

    Leave a comment:


  • talisa
    replied
    question... or more like request

    i just downloaded the shamblers castle mod for doom3, and i thought it was pretty awesome. rather short, took me just 5minutes to finish, but it was awesome nonetheless.

    but i also saw there were zombies in the mod. why didnt you port over the zombies too?
    i think they look pretty awesome, and would fit pretty well into quake

    would be totally awesome if you'd port over the zombie too from the shamblers castle mod

    Last edited by talisa; 04-15-2012, 01:07 PM.

    Leave a comment:


  • LambentHammerBurst
    replied
    Yeah some didn't like the size of the head model - except I kept it as how it would realistically. The gib head is a 1:1 ratio of head of the creature it came from. I did keep more body on it though, which is why it's so large (as you can see the shoulders are part of the head gib)

    Leave a comment:


  • talisa
    replied
    thanx sean, that same thing always bothered me too about the fiend
    it looked idiotic that the head gib was 3 times as big as it was supposed to be


    crazy thing is... actually i just wanted to ask in the thread about if someone could fix the head

    like as if you knew i was gonna ask

    Leave a comment:


  • seanstar
    replied

    Hi

    this pack is really good...nice work.


    the one thing i dont like is the demon head gib keeps spinning around...i edited
    its origin and scale to be similar to the original model.

    screenshot



    place .mdl in quake/id1/progs folder
    h_demon.zip


    regards

    Sean



    Leave a comment:


  • Seven
    replied
    Hello OoPpEe,

    my specific instructions have been made on purpose.

    Imagine, you want to use the SC shalrath, but not the SC fiend and wizard.

    That is why you cannot simply put both .pk3´s inside the ID1 folder.
    The SC .pk3 would override the QR .pk3, even though you dont want.
    So you cannot say:
    They don't interfere with Reforged at all
    They would interfere so hard, that you cannot see Reforged at all.


    I thought it would be necessary to explain how things work in detail.
    Now that keropi said that he understood, I am happy.

    Remember OoPpEe, some people even dont know how to open a .pk3 file.
    Or how these things work. That is why a detailed instruction may be boring for experienced users, but are essential for beginners.

    Seven

    Leave a comment:


  • LambentHammerBurst
    replied
    They don't interfere with Reforged at all. They do replace the same content yes, however Reforged textures are present in the "progs" folder as they replace the textures within the standard Quake1 mdl format, the models in this pack are md3's (renamed to mdl) and use external textures that are present in the "textures" folder. Work completely fine together. Thus far all of my customizations work completely with Reforged, I myself use Reforged's pk3 in everything and install my works in the same folder without editing the pk3's.

    Like Seven said, it's loaded after. The only way these models would be over written by a standard quake1 mdl file (thus resulting in Reforged's textures being used again) would be for a mdl file to be present in another pk3 that's executed after this. Pk3's are executed alphabetically, so if this issue ever happens and you cannot find the cause - add a "zzz" at the start of the pk3 you ensure you want to take priority.

    Leave a comment:


  • keropi
    replied
    thanks for clearing things out for me again,Seven!
    that all makes perfect sense, I shall experiment and decide

    Leave a comment:


  • Seven
    replied
    Hmmm,

    I assume, you ask this question here in this thread, because you´d like to use all 3 packs together ?
    - Quake Reforged (= skin textures only)
    - OoPpEe´s ported Shambler Castle (= models + skins !)
    - Small mod compilation V2.71 (= nothing to do with models or textures)

    If my assumption is correct, then I can tell you that the "small mod compilation" has NOTHING to do with monster models or textures.
    You can use this independently any time.


    BUT, Houston we have a problem with the other 2 packs !
    --> As you can see, both packs handle monster skins.
    So you have to decide...

    What you want to do is the following:
    First try out which monster you like more.
    The one you have to try out are:
    - shalrath (vore)
    - fiend
    - wizard (scrag)

    Quake Reforged team creates High Res skins for the original "blocky" low res model, while Samblers Castle monsters are new custom High Poly models together with High Res skins.


    Then use the ones you like:
    1.) If you only like Quake Reforged ones, everything is fine and you delete the Shamblers Castle .pk3 file.
    2.) If you like to use some/all of Shamblers Castle (SC) ones, you will have to throw the models+textures you dont like out of SC .pk3 and keep the ones you like in it.
    You can keep the Quake reforged .pk3 untouched inside your ID1 folder, it has no model files inside and SC´s md3 models will be ALWAYS loaded after original ID1 mdl (in pak´s) models.

    Therefore SC .pk3 will override Quake Reforged .pk3 !
    (and not the other way round)

    Regards,
    Seven
    Last edited by Seven; 05-11-2011, 06:19 AM.

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  • gdiddy62
    replied
    They work fine for me together. Should be no problems.

    Leave a comment:


  • keropi
    replied
    assuming someone (me) has the reforged bestiary files and Seven's Quake_V2.71_small-mod-compilation , will those packs work together? will they enhance stuff?

    Leave a comment:


  • Lightning_Hunter
    replied
    Originally posted by OoPpEe View Post
    Not a problem. Do have to ask - do any of my other weapon models have this same issue? As it was hard for me to replicate your issue (had to get same engine build and your config to do so) any chance you could give my Mission Pack 1/2 weapons a test?
    You know, for some reason I haven't looked at these weapons until now! I guess I always assumed they were darkplaces only. I'm not sure why I haven't tried them, because they are really awesome!

    I found a few issues with the plasma gun that I posted over in the Mission Pack forum.

    Leave a comment:


  • LambentHammerBurst
    replied
    I will be using that arm for all future models. Am actually going to release a updates SoA weapons pack with the Mjolnir using that arm and some other tweaks

    Leave a comment:

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