Dear Seven. Thanks a lot for this Knight/HellKnight models, it's exactly what i asked! I am do not notice any issues, IMO models works fine and looks great. Thank you so much again, Seven, for you fantastic Quake improvement and evolvement!
Best wishes!
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Hellknight + Knight Replacements
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Hello Resurrected,
I found the file from your post from 31st january.
You can download it from here
Please read the 1st post of this thread regarding the "sliding" issue with the models.
As long as you do not care too much about this cosmetic issue, the models work as intended
But I do not know what file you are asking for in your post from 4th april.
As there is no name involved.
Is it the same file ?
If not, please specifiy.
Have fun with your Quake.
Best wishes,
Seven
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Hi, QuakeOne community! Unfortunally, the time of files keeping on the file hostings has been expired, and they are not available to download anymore.
Please, someone, reupload models of Knight and Hellknight.
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Hello Resurrected,
Do you refer to this auto_closed thread ?
http://quakeone.com/forums/quake-mod...lacements.html
If yes, then this is what you want I guess:
Zippyshare.com - Hellknight and Knight incl. head replacement models.zip
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dropbox is great and is totally free, without any rules about what you can upload, and files never expire
you do however need to make an account, but doing so is totally free
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Thank You Seven!
I got the file downloaded with the new link. As far as Rapidshare goes I noticed that yesterday evening when I tried to sign in and they was asking me for which package I wanted and how much I wanted to pay. I hate how all these good free sites that have been free for as long as I can remember are now starting to charge it's users because they see how popular they are becoming.
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Hello,
All rapidshare links have been deleted since 2014-07-01 (two weeks ago).
Rapidshare is no longer free.
Please read through the opening post carefully to see what to expect and what some weak points might be.
I recommend to all people who use the "small mod compilation", to use the Hellknight version (called Warlord) from the mod over this one here. As the mod corrects the mismatch of some run animations and adds some abilities to the Hellknight (Warlord).
The Knight replacement is not part of the smc, so the model from here can be used.
Be careful to not lose your head when fighting against the Knights sharp axe
It brings several skins to choose from.
As far as I can see only the monsters runattack has some mismatch to the move-distance of the original monsters, so this animation will have some "sliding" on the ground.
Other than that, have fun with some new minions in Quake. It should work with all replacement supporting engines and doesnt need a qc mod. Read your engine´s specs concering the replacement texture naming rules if you want to use them (they have the same resolution as the texture baked inside the .mdl, so they are not mandatory).
I take no responsibility if your computer takes damage of any kind.
Files reuploaded in 1st post.
Kind regards.
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Me too.
Hey Seven i'm getting the error file not found message as well. I will try it again later or tomorrow as it could be the way you said with a download limit and such.
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Seven nails it again!
These look great! I'm going to download and try them out here in a while. I have been waiting for a good replacement for the Knight's in Quake. Way to go you are always making the coolest looking additions!
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The download link doesn't work. It says "Error, file not found".
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Hello Cobalt,
As you know, I never played multiplayer with the "small mod compilation".
I have doubts that people will have a good performance.
There have been some people reporting performance issues while playing coop with this mod enabled, but on the other hand there have also been people which didnt have issues.
You should test it thoroughly. Please keep me informed how your experience was.
Regarding Madfox´s Shield-Ogre:
I think it was a misunderstanding. I only mentioned that Madfox can use the code which I wrote for the warlord. Both monsters have a shield, so ...
I did not work on the shield-ogre myself yet. But I would do it the same way as for the warlord. Please look into its .qc file and also into combat.qc and weapons.qc if you are interested.
We can continue talking about it via email if you like.
Warm regards from very hot Germany.
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Hi Seven and Talasia:
Ok, thats good to know. I am not up to date on the new stuff with SMC, so this helps me get a bit up to date.
As you know , today we chatted via email about my intention of putting up an SMC Coop MP server .. (shh ! its a secret !) ...and purpose of this question I was just curious about what to include as assets in the mod, what your recommendaitons are. Im all for including as much stuff as possible to see how well the MP experience is, and as well as the new idea for a chasecam in SMC for the MP mode. I guess I will just give it my best shot and let you know.
Also while I can think of it, were you able to get that other monster I emailed you created by MAdFox to work? You seemed to think it would fit well into your mod.
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Hello Cobalt,
Thank you for your interest.
I am not sure what the reason for your question is, so please let me go back a little.
There are the following simple replacement monsters, which have the exact same properties like the originals in vanilla Quake. You could name their model file to the same filename of the original monster models and put them into your Quake. Next time you start Quake, you will see the "new" monster in your game. But it behaves exactly like the original one. It only 'looks' different, due to new model and animations.
Main purpose of this approach was to keep the gameplay, but add some visual variations.
Walking monsters:
- Dog
- Hellknight
- Knight
- Zombie
Swimming monster:
- Hydra
Flying monsters:
- Dragon (replacing wizard.mdl)
You can find all the "simple replacement" monsters above in this forum.
Then there was the idea to give them some new abilities/properties to blow some fresh air into good old Quake. And I started to extend the models with respect to their animations and abilities.
Of course a custom progs.dat was necessary for this and I thought why not use the existing "small mod compilation" and misuse it for this purpose...
During this process the extended versions have been "born". Please read their .qc files in the included source. I always added a detailed description about their "special abilities" at the beginning of it.
These extended monsters are included in the SMC:
Walking monsters:
- dog_extended.mdl
- spider.mdl
- warlord.mdl
- zombie_new.mdl
Swimming monster:
- hydra.mdl
Flying monsters:
- afrit.mdl
Best wishes.
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Warlord
The warlord in the smc is a tough mo fo. I unloaded a ton of spikes and shotgun blasts and he still kicked it for a bit. I love a challenging character that can take a beating and put up a fight like that.
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yes the knight with shield is also in he SMC, and seven dubbed him the 'warlord'.
he's an additional optional random replacement monster, just like the spider and the afrit
he can do the same as the hellknight,
but additionally can also block with his shield,
charge and push you back with his shield,
and sometimes he might throw a small explosive
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