Announcement

Collapse
No announcement yet.

RiftQuake

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    Originally posted by Sza View Post
    Nice work! make some video please
    Will do! Working on it. But in the meantime...

    Vore slash attack modeled, coded, and polished up. Similar to the Demon slash attack, only slightly less damage and quicker charging speed toward the player. Also created a function to pull her out of her firepod throw attack if the player is close enough, instead reverting to melee. This is to prevent her from damaging herself with her own explosion.

    Next up is leap attack, then an agile running animation for chasing down the player.


    Last edited by Dutch; 02-25-2014, 12:51 AM. Reason: typo
    'Replacement Player Models' Project

    Comment


    • #17
      Ok figured out how to do videos. It's not the greatest quality, but it'll get the job done. Basically had to download the trial version of fraps, convert it in DivX, and then create a YouTube account and upload it. The mod isn't this laggy. It's the video after recording/compressing.

      This video details the default 10-gauge Shotgun and the Grunt and Dog partial gibs. More videos on the way tomorrow night. Enjoy.

      [ame=http://www.youtube.com/watch?v=eEPwGh7Jk6Y&feature=player_detailpage]YouTube[/ame]
      Last edited by Dutch; 02-25-2014, 04:23 AM. Reason: more info
      'Replacement Player Models' Project

      Comment


      • #18
        loving the looks of things so far

        oh, and the video is set to private, so we can't actually view it
        twitch
        wew lad

        Comment


        • #19
          the additional killing ways like partial gibbing and such look really awesome!

          love me some gorey ways to slaughter enemies in games
          so its awesome to see someone making a mod which adds more gorey and awesome ways to kill monsters and opponents to quake <3

          def gonna keep an eye on this


          once this mod is done you should totally implent all these extra ways to kill enemies into the SMC seven
          .
          are you curious about what all there is out there in terms of HD content for quake?
          > then make sure to check out my 'definitive' HD replacement content thread! <
          everything that is out there for quake and both mission-packs, compiled into one massive thread

          Comment


          • #20
            Originally posted by OMacKnight View Post
            loving the looks of things so far

            oh, and the video is set to private, so we can't actually view it
            oh sorry bout that lol should be good now. and thanks guys! can't wait to keep plugging away at it tonight. first thing's first though, gotta keep y'all entertained and get videos of the other weapons up. and those disgustingly gorey gibs
            'Replacement Player Models' Project

            Comment


            • #21
              oooh vid looks awesome... very gore-tastic
              the gorey ways to kill enemies reminds me a bit of brutal doom, which is also absolutely awesome

              im totally loving this <3
              .
              are you curious about what all there is out there in terms of HD content for quake?
              > then make sure to check out my 'definitive' HD replacement content thread! <
              everything that is out there for quake and both mission-packs, compiled into one massive thread

              Comment


              • #22
                Originally posted by Dutch View Post
                Also created a function to pull her out of her firepod throw attack if the player is close enough, instead reverting to melee. This is to prevent her from damaging herself with her own explosion.
                If you do not want the attacker to be hurt by his own explosives/weapons, edit this in its missiles touch function (example for shalrath):
                Code:
                //	T_RadiusDamage (self, self.owner, 40, world);
                	T_RadiusDamage (self, self.owner, 40, self.owner);

                Comment


                • #23
                  Video looks awesome Dutch! I love the gibs.. so simple yet so effective it makes me laugh
                  www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                  Comment


                  • #24
                    Nice video. great job but the muzzle flash looks like a poop. what about something like this here?

                    https://www.youtube.com/watch?v=eJSObcCho3Q

                    Comment


                    • #25
                      The Shambler's a real brute now, by the way And he'll be getting a big brother
                      a big brother? lol

                      How about Cthulhu?

                      http://www.nextgenquake.com

                      Comment


                      • #26
                        Thanks guys keep the feedback coming. This mod is for all the Quake fans out there so let me know exactly what you'd like to see done/changed/added.

                        Originally posted by Seven View Post
                        If you do not want the attacker to be hurt by his own explosives/weapons, edit this in its missiles touch function (example for shalrath):
                        Code:
                        //	T_RadiusDamage (self, self.owner, 40, world);
                        	T_RadiusDamage (self, self.owner, 40, self.owner);
                        Thanks for the tip Seven. Yeah I had to learn those functions pretty in-depth during weapons development. To keep it somewhat realistic I still wanted her to damage herself, but make it seem like she's thinking about the best attack given how far away the player (or opponent) is.

                        Originally posted by Sza
                        Nice video. great job but the muzzle flash looks like a poop. what about something like this here?
                        I totally agree, I was never too happy with the muzzle flashes, but they are based on the same way id made their muzzle flashes. I love the flash in that Q2 enhanced video. Is that a high-resolution sprite animation spawned at the firearm's muzzle? I think I will look into this. I don't want it to be too fancy, because my goal was to maintain the old-school Quake feel, but I do agree that it should look better.

                        That being said, I've been seriously thinking about checking out the high-poly/high-res modeling world. If I make enhanced weapons I feel like all monsters, items and textures should be enhanced as well. I know there are some projects out there that do this. Maybe I will focus on this a little further down the road. What do you guys think?

                        Originally posted by MadGypsy
                        How about Cthulhu?
                        You just gave me one hell of an idea
                        'Replacement Player Models' Project

                        Comment


                        • #27
                          Looking good!!

                          Things like the muzzle flash will come along soon enough as you continue tweaking.

                          Looking forward to the next update!!

                          Comment


                          • #28
                            Thanks gdiddy! The next update is here. Video of the Assault Rifle and Flak Cannon on E1M1. Enjoy fellas. Feedback ALWAYS welcome.

                            [ame=http://www.youtube.com/watch?v=3xJsAfZPMgc]RiftQuake Assault Rifle & Flak Cannon - YouTube[/ame]
                            'Replacement Player Models' Project

                            Comment


                            • #29
                              you just gave me one hell of an idea
                              Hey if you decide to do a Cthulhu, let me model the head for you. I never really posted too many heads here on quakeone, but I'm actually pretty good at head modeling. I'm confident I could make a good Cthulhu head. I just mean the model though. All the other stuff that goes with a model (textures, maps, etc) you are on your own, I just want to model the head.

                              All you need to tell me is how many polys you want the base of the neck, edge loop to be. This way you won't have to do any bullshit to get it to work with your body model. I'll make it to where you can weld it right on.
                              http://www.nextgenquake.com

                              Comment


                              • #30
                                Originally posted by MadGypsy View Post
                                Hey if you decide to do a Cthulhu, let me model the head for you. I never really posted too many heads here on quakeone, but I'm actually pretty good at head modeling. I'm confident I could make a good Cthulhu head. I just mean the model though. All the other stuff that goes with a model (textures, maps, etc) you are on your own, I just want to model the head.

                                All you need to tell me is how many polys you want the base of the neck, edge loop to be. This way you won't have to do any bullshit to get it to work with your body model. I'll make it to where you can weld it right on.
                                Absolutely MadGypsy, sounds like a plan. Based on your usual modeling, how many polys would you like to see on the neck? I'd like to get an idea of how detailed you would like to be on the model. Right now my focus is on models that are on par or slightly more detailed than id's originals, so I'm really just pissing around with qME. I do have experience in Blender though, so if you want to coordinate a badass high-poly totally epic Cthulu, we can do that no problem.

                                Talking to you guys on here is great, it's starting to steer RiftQuake in directions I hadn't even thought of. I'm almost visioning totally updated high-poly models all the way around right now. It was great experience to start small with id's monsters/player on qME, but maybe it's time to crank it up.
                                'Replacement Player Models' Project

                                Comment

                                Working...
                                X