Now all animations are done.
- Relieved souls of the enslaved
- Vengeance of the deceased
Hello,
I am working on a new "death animation effect" for Quake, which I changed again and again. Now I am finally happy with it and want to share it with you.
Those of you who know me, know that I love special effects. And keep on trying to develop new ones. One effect that always impressed me (since the first day) was the Heretic Golem death animation.
Taking this inspiration, improving and implementing it into Quake was a long time task.
Now, that Nahuel and Spike kindly helped me and thaught me how to do some needed things, I could finally do it. A very special thanks to Nahuel and Spike.
OoPpEe had on top of that the idea (while we discussed the gibbable corpses topic) to make a new death animation for the sword phantoms in Rogue. He gave valuable feedback during all the developing time. Thank you for this.
In the end, I tried to make the new effect as compact as possible, so that other modders can easily implement the ghost effect into their mod. All you have to do is use my 'ghost.qc' and call the function 'ghost_die' whenever you need it.
I didnt spare effects for the ancient ghost, but still keeping it descreet and not overloaded:
- te_blood (for ghost crack out of corpse)
- self.alpha (for ghost fading in)
- self.glow_size (for glow effect that is wrapped around the ghost)
- self.glow_color (for color of the glow effect)
- te_particlesnow (for a upwards spiritual/glimmering effect)
- sound files to amplify the ambience
It is the first time, that I use youtube to present something. So please be easy with me, if its not perfect. Thank you turtlevan and seanstar for your support in showing me how this youtube-thing works.
ATTENTION:
Thanks to divVerent, who implemented autocvars into DarkPlaces.
With it and the help of Spike I was able to make this effect fully adjustable via a cvar in your autoexec.cfg.
So you can choose which enemies shall have this effect (a detailed readme.txt is included in the pack).
It is implemented in the "small mod compilation" packs V2.85 or newer: klick
For those who are not so familiar with QC, you can use them and have it right away.
(Please read the included readme.txt´s on how to use the cvar, that handle the effect)
For all modders, pick the pack you like and feel free to use the file "ghost.qc".
Kind regards,
Seven
[ame=http://www.youtube.com/watch?v=Cr1FqAJNxhc]YouTube - ‪ancient ghosts of the fallen‬‏[/ame]
- Relieved souls of the enslaved
- Vengeance of the deceased
Hello,
I am working on a new "death animation effect" for Quake, which I changed again and again. Now I am finally happy with it and want to share it with you.
Those of you who know me, know that I love special effects. And keep on trying to develop new ones. One effect that always impressed me (since the first day) was the Heretic Golem death animation.
Taking this inspiration, improving and implementing it into Quake was a long time task.
Now, that Nahuel and Spike kindly helped me and thaught me how to do some needed things, I could finally do it. A very special thanks to Nahuel and Spike.
OoPpEe had on top of that the idea (while we discussed the gibbable corpses topic) to make a new death animation for the sword phantoms in Rogue. He gave valuable feedback during all the developing time. Thank you for this.
In the end, I tried to make the new effect as compact as possible, so that other modders can easily implement the ghost effect into their mod. All you have to do is use my 'ghost.qc' and call the function 'ghost_die' whenever you need it.
I didnt spare effects for the ancient ghost, but still keeping it descreet and not overloaded:
- te_blood (for ghost crack out of corpse)
- self.alpha (for ghost fading in)
- self.glow_size (for glow effect that is wrapped around the ghost)
- self.glow_color (for color of the glow effect)
- te_particlesnow (for a upwards spiritual/glimmering effect)
- sound files to amplify the ambience
It is the first time, that I use youtube to present something. So please be easy with me, if its not perfect. Thank you turtlevan and seanstar for your support in showing me how this youtube-thing works.
ATTENTION:
Thanks to divVerent, who implemented autocvars into DarkPlaces.
With it and the help of Spike I was able to make this effect fully adjustable via a cvar in your autoexec.cfg.
So you can choose which enemies shall have this effect (a detailed readme.txt is included in the pack).
It is implemented in the "small mod compilation" packs V2.85 or newer: klick
For those who are not so familiar with QC, you can use them and have it right away.
(Please read the included readme.txt´s on how to use the cvar, that handle the effect)
For all modders, pick the pack you like and feel free to use the file "ghost.qc".
Kind regards,
Seven
[ame=http://www.youtube.com/watch?v=Cr1FqAJNxhc]YouTube - ‪ancient ghosts of the fallen‬‏[/ame]
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