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Shambler's Castle Doom 3 mod

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  • #31
    Hey that models are great! i hope the textures will be impressive as quake reforged ones =)
    Ia! Ia! Shubb Niggurath!


    "Not dead is what forever can wait" (HPL)

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    • #32
      Tell me ooppee (that I can fully understand),
      you port over the models from shamblers castle Doom 3 mod to Quake ?
      I read in your posts above, that you use DarkPlaces for Quake, right ?
      The animations/frames are limited to the value of original Quake monsters, right ?
      How many frames did you have to leave out (per animation) ?
      During your testing with Darkplaces: does it run smooth ? Any issues with the model format or something ?
      Thank you for your explanation.
      Regards
      Seven

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      • #33
        you port over the models from shamblers castle Doom 3 mod to Quake ?
        Yes I did, they are from the Doom 3 mod ported over.
        I read in your posts above, that you use DarkPlaces for Quake, right ?
        Yeah, I used Tenebrae for the longest time but due to it being discontinued and had lack of widescreen support (from my experience) - I switched to Darkplaces as overall it's better now.
        The animations/frames are limited to the value of original Quake monsters, right ?
        I did take the orig animations from the Doom 3 model and it didn't work - parts of animations would play in others (like a death sequence had part of the leap animation). So as far as I know yes - do hope that there is a way to extend the animation without the issue just mentioned.
        How many frames did you have to leave out (per animation) ?
        On most of them about 50-75%. The animations are as smooth as they could be. I scaled the animations using the originals - then tweaked them frame by frame to get rid of any "jumps".
        During your testing with Darkplaces: does it run smooth ? Any issues with the model format or something ?
        lol well my PC isn't able to run Darkplaces in max - once I enable the normal maps and realtime lighting I drop to 15fps and that was with no texture packs or models. Enabling with the new models I saw no FPS drop so should be smooth. As for the model format, they are converted - no longer in md5 (Doom 3's format) but in MD3 (quake 3's - supported by Darkplaces and other engines)
        Last edited by LambentHammerBurst; 10-29-2010, 02:25 PM.

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        • #34
          If you changed the qc code, you could maybe keep more of the original animations.

          Look in demon.qc for the Fiend, near the top.

          This method will require a custom progs.dat though.
          Scout's Journey
          Rune of Earth Magic

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          • #35
            Yeah would be great but not worth it until ALL the enemies get remodeled/redone - then a animation project could be done by a small team to bring smoother animation to Q1.
            I'm converting the Scrag, basically done but needs some tweaking which I will do sometime tomorrow.
            Intend to convert the zombie from the mod too (which is the normal Doom 3 "Boney" hell zombie) but that would be easily be a no-go on a public release.

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            • #36
              Nice idea gb.
              But it should be avoided, if ooppee manages to get a good looking animation
              with the frames quantity original Quake gives him.

              A modified progs.dat always means a nogo for fan-made maps/episodes
              which bring their progs.dat with them...

              I dont know what to think regarding the zombie.
              I think I would leave it out in your first release.
              Just as you said: It is not legal.
              By the way: You have the permission from Obi-Wan I guess ?

              Thank you.
              Seven.

              PS: If you have questions regarding your DarkPlaces setup, you can always PM me.
              I think there are some tweaks which might help you get some extra FPS.

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              • #37
                Scrag done (wizard.mdl)

                Last edited by LambentHammerBurst; 10-31-2010, 03:06 PM.

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                • #38
                  Hello ooppee,

                  thank you very much for releasing your work.

                  Unfortunately you forgot to put the diffuse textures in your packs for:
                  - demon
                  - scrag
                  The shalrath skin is included and works fine.

                  Once you completed your packs I will give you detailed feedback.

                  Thank you.
                  Seven

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                  • #39
                    Weird, must of forgot to add those. Anyways here are the 3 in one file.

                    Download Shambler-Castle-Pk1.zip from Sendspace.com - send big files the easy way

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                    • #40
                      Thank you for your really great work ooppee !

                      Now next-gen monsters fight old blocky ones:


                      And the beauty is easy to see:


                      With this one, there are 4 in a row now:



                      The animations really look almost identical to the originals.

                      Obi-Wan made superb models and you made it possible for us using them in Quake.

                      I also noticed the new luma texture for the demon (which doesnt work yet) in your pack.
                      I will for sure follow your idea, because I like luma-effects (if its not overdone) also very much.

                      Best wishes and hoping to hear from you soon.
                      Seven
                      Last edited by Seven; 10-31-2010, 04:31 PM.

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                      • #41
                        I made the luma for the demon/fiend basically all back as I found it stood out too much on the maps that the demon is on.

                        About the Shambler though, I strongly recommend this one:


                        Can download here:
                        Quake Shambler remodeled by ~FredrikH on deviantART

                        The download File is right on the side.

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                        • #42
                          Yeah that shambler is much more frightening then the one in Seven's post. But your monsters look also very good (if good looking is something that applys to monsters). Thanks for the great work ooppee, i hope we'll get all monsters soon "prettied" up.

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                          • #43
                            If it comes to personal taste, you cannot "strongly recommend" something...

                            Both shambler models work and are bug-free.
                            So the only decision can be someone�s personal taste.

                            The white one is a original enhanced shambler,
                            while FredrikH�s interpretation is very different from original (more Hellknight-Like)

                            So, make your own choice

                            Seven

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                            • #44
                              Oh very true. I love the model and all however I miss the fur. Been working on a reskin to bring the fur back to him - so it looks more true to the original.

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                              • #45
                                ooppee, you did a great work! =)
                                Ia! Ia! Shubb Niggurath!


                                "Not dead is what forever can wait" (HPL)

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