Hello,
Shortly after I released the ancient ghost, I had an idea to make another animation. Something, that doesnt use the same model all the time. Something, that changes from monster to monster.
Then I had this dream one night and since then I try to implement it into QC.
I am now at a point, where I need your feedback.
Working on the same thing day by day makes you blind for it.
It took me very long to create a semi intelligent code that detects the monster model and death animation version it just used. So I could keep the code small and universal for all monsters.
The next problem was to find a fitting sound, which is still maybe the weak point.
Additional effects beeing used:
- self.colormod (for fullbright effect)
- te_customflash (for flash light)
- pointparticles (for new custom effect)
- self.alpha (for transparency)
- self.glow_size (for shine effect)
- self.glow_color (for color of the glow effect)
- many different velocities (which drove me almost mad to adjust)
- sound files to amplify the ambience
This animation uses over 20 sequences, while ancient ghost only had 11.
Please tell me what you want to be changed and for which enemies this should be used, so that I can integrate it into "small mod compilation" if you like. Maybe with a random appearence, so that it doesnt get boring after a while. A cvar to enable/disable it is mandatory of course.
Thank you.
Best regards,
Seven
[ame=http://www.youtube.com/watch?v=fQH1_YTsj54]YouTube - ‪relieved souls of the enslaved‬‏[/ame]
Shortly after I released the ancient ghost, I had an idea to make another animation. Something, that doesnt use the same model all the time. Something, that changes from monster to monster.
Then I had this dream one night and since then I try to implement it into QC.
I am now at a point, where I need your feedback.
Working on the same thing day by day makes you blind for it.
It took me very long to create a semi intelligent code that detects the monster model and death animation version it just used. So I could keep the code small and universal for all monsters.
The next problem was to find a fitting sound, which is still maybe the weak point.
Additional effects beeing used:
- self.colormod (for fullbright effect)
- te_customflash (for flash light)
- pointparticles (for new custom effect)
- self.alpha (for transparency)
- self.glow_size (for shine effect)
- self.glow_color (for color of the glow effect)
- many different velocities (which drove me almost mad to adjust)
- sound files to amplify the ambience
This animation uses over 20 sequences, while ancient ghost only had 11.
Please tell me what you want to be changed and for which enemies this should be used, so that I can integrate it into "small mod compilation" if you like. Maybe with a random appearence, so that it doesnt get boring after a while. A cvar to enable/disable it is mandatory of course.
Thank you.
Best regards,
Seven
[ame=http://www.youtube.com/watch?v=fQH1_YTsj54]YouTube - ‪relieved souls of the enslaved‬‏[/ame]
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