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Vengeance of the deceased [New effect]

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  • #31
    Hello,

    Thank you for your feedback.
    I think it wasnt a good idea to show the skull in the slow movement.

    I tried to explain it in my above post, but most probably my english is too bad:

    The skull will never move like on the clip (this is just during development)
    It has a velocity of 50 in the clip. In the final release it will have a velocity of 300.
    This is more than the Vore�s rocket in skill 0-2.

    Another thing:
    I alligned its z-position (= flight height) to match the players EYES.
    So the high speed of it and the direct direction towards the players head will make it scale up really quick.
    That is what bluntz mentioned.
    It will be in the last split seconds FULL SCREEN on your monitor.

    So, please excuse my really bad clip.
    The low res (mentioned by gdiddy62) is due to youtube.
    It looks really different in-game.


    Last thing I want to add is,
    the skull is just a small part of the "Vengeance of the deceased".
    As you know, every monster has a totally different animation in it.
    So, dont worry, the jumping towards the player will not be lost

    I think I should better post clips, that show the real situations in-game.
    I am sorry for the confusion.

    Seven

    Comment


    • #32
      hello seven,

      i can't comment on your mod's current state since i'm not seeing the whole picture so to speak (as you said it's only part of the whole mod). but what i do like is the way you made the flame on the skull. it's looking so dynamic and animated, which gave me an idea. sorry this will be off-topic.

      maybe you could use that to revamp the existing DPmod torch? up to now i still haven't used anything besides the stock polygon flames made by id, because i simply don't like the look of any existing torch/flames mods for various reasons. i think that flame you made for the skull would look great on torches, as if it is being blown by the wind. it must be pretty windy in quake right? maybe not exactly the same flame, but what i mean is you could use the knowledge you gained from that to make a better-looking, more dynamic flame for torches around quake's world.

      Comment


      • #33
        Hello monsta,

        1.) I will post clips with full in-game animation sequences shortly.
        So that people can get a better picture of it.

        2.) Regarding your flame particles for torches in DP:
        Seanstar is working on them right now:
        He took the really beautiful fire effects from Chip and modified them to get a torch flame out of it.
        He did a great job.
        He is still in development, but his flames are much more calm compared to the fire on the skulls head.
        That is on purpose I guess, because there is not wind in every map.
        So he made it quite calm. They look really good.

        Unfortunately the fps impact is too much for me (I am using Nvidia), so I decided to go another route:
        I edited LordHavocs flame sprite heavily.
        Added ontop of it, very slight particle effects, so that my fps is not effected.
        I will release these new flames in my upcoming "small mod compilation".
        Again, they are mainly edited sprites with some particle effects on top.


        If you want to have pure particle torch flames, that are not calm but look like the ones on the skulls head, it can be easily converted / used.
        Recently I tested the skull with velocity = 0 (this is the same as the torches have), and it looked like a torch indeed.

        So, I suggest you wait for the release of Seanstar first and see if you like it.

        Attention:
        Unfortunately, if you use Seanstars mod, you cannot use the "small mod compilation" anymore in parallel. As well as the other way round.
        Because both mods use a custom progs.dat.
        That is sadfully unavoidable.

        Hope that could answer your question.

        Best wishes,
        Seven

        Comment


        • #34
          Maybe you should make it more like the lost souls in DooM.

          Comment


          • #35
            Hello,

            Once again, sorry for my previous clips, that gave you no chance to get the full picture.

            The "Vengeance of the deceased" animations for all monsters is done now.

            This one was by far the most complex I did so far.
            The difference to the other animations is, that every monster has a different one.

            Please watch this youtube-movie and tell me how you like it.

            Be aware, that most monsters have 2 vengeance animations (melee and shoot)
            Those animations are spawned randomly (50/50 %)
            This has nothing to do and is totally independent to the TWO original ID1 death sequences.
            As you know, most of the monsters have 2 different death sequences in original Quake.
            These original sequences are always played backwards at the beginning of each animation.
            The random selection of the new "Vengeance of the deceased" animations is done right after it.

            I implemented some new sounds.
            But not for all monsters, cause I couldnt find fitting ones.

            If the actual condition is OK for you, I will release it.


            You will always see both animations in this clip: melee and shoot.
            You will also see both versions of the melee one:
            - When you stay to near you will get damage from it
            - When you stay far enough you will not be harmed.

            This animations gives you 1 cvar: vengeancedamage (default = 0)
            Only if you enable it, you will get the damage.
            Otherwise it will be like "god" mode according these animations.

            I hope you like it.

            Kind regards,
            Seven

            Please excuse the low youtube quality.
            [ame=http://www.youtube.com/watch?v=knjODEQukfQ]‪Vengeance of the deceased Final‬‏ - YouTube[/ame]

            Comment


            • #36
              wow...these new death effects look very good Seven


              looks scary and the flying skull works well.


              i want this over your already great ghost effects.


              regards


              Sean

              Comment


              • #37
                That's much better but if it's possible the skull should "burn" more. Must be scarier than now. The rest of the animations are outstanding and absolutely great.

                Comment


                • #38
                  Hello,

                  I followed grave_digga�s suggestion and added some more flames.
                  Also finetuned some animations, and found 2 more new sounds...

                  I released it now (Download link in updated 1st post)

                  Thank you for all your feedbacks and support.

                  Regards,
                  Seven

                  Comment


                  • #39
                    Fantastic update! Your creativity is a great thing Seven! Thank you...

                    Comment


                    • #40
                      Nice Job!
                      They all turned out very nice.
                      The only thing I can see that could use any improvement is the skull's scaling.
                      I think it should be larger the closer it gets.
                      Great wotk Seven!
                      WARNING
                      May be too intense for some viewers.
                      Stress Relief Device
                      ....BANG HEAD HERE....
                      ---------------------------
                      .
                      .
                      .
                      .
                      .--------------------------

                      Comment


                      • #41
                        wow Seven


                        this effect is so horror movie and i love the use of the skull.


                        i can see this was not easy to pull off and you did it very well.


                        good job


                        thanks


                        Sean

                        Comment


                        • #42
                          That looks awesome, this would be great for a horror mod. Imagine making a ghost that comes from one specific enemy you killed, and it never dies, so you have to run, and it randomly appears and takes swipes at you.

                          Excellent use of Heretic sounds BTW.

                          Comment


                          • #43
                            Awesome effect, Seven. Your work is impressive as always

                            I have a question: are you using a diferent (better) model for the rottweiler?
                            Sorry if my english isn't clear, is not my native languaje.

                            Comment


                            • #44
                              Hello Arioch,

                              I remember you asked this question about the dog�s model in the "Relieved souls..." thread already. I answered you in the next post (use the link above to find it)

                              Regards,
                              Seven

                              Comment


                              • #45
                                Sorry, I didn't notice your answer.
                                Could you send me the textures? It looks very good ingame.

                                Regards.
                                Sorry if my english isn't clear, is not my native languaje.

                                Comment

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