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Lovecraftian enemy mod for quake?

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  • #16
    I like that idea. If possible I'd like to have him burrow under the ground as well. I've considered moving the spikes to the top of him so all you'd be able to see is part of his back and some spikes sticking out of the floor. My only issue is that it might look weird from a clipping stand point unless he can generate particles around him as he moves. Not sure how plausible that is from a QuakeC standpoint. I've never used QuakeC before. I've programmed with actual C but does QuakeC even use standard C libraries, syntax?

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    • #17
      Off to a great start. Hopefully it won't make any squishy sounds.

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      • #18
        Spawning particles is possible. The rocket, grenade, hellknight projectile all do it. As a placeholder in the qc code you could apply the hellknight projectile effect to him.

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        • #19
          Cool monster, Ringman

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          • #20
            Status Update:
            Not much of an update, but I slightly modified the mesh, and got him properly unwrapped for skinning. I'm not the greatest at skinning so this part may take some time. If anyone can give me some tips on what looks good in quake in terms of skins (how to light it, what colors are best to use, etc.) I'd appreciate it. I'd let someone else skin him, but I'd really like to get better at it myself. However if you want me to post the UVW map for anyone to play with, I will.

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            • #21
              Neat stuff going on here. I've always been into HP Lovecraft stories and love the whole concept of it. Quoth seems to be heavily influenced, at least in the monster aspect. There are plenty of maps that just emit Lovecraft all over. (Shadow Over Innsmouth, In the Dark Decayed by Kell, bits of the Mexx series, others I can't think of) Cool monster by the way Ringman
              Clan Brotherhood of the Axe

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              • #22
                Originally posted by Ringman View Post
                I like that idea. If possible I'd like to have him burrow under the ground as well. I've considered moving the spikes to the top of him so all you'd be able to see is part of his back and some spikes sticking out of the floor. My only issue is that it might look weird from a clipping stand point unless he can generate particles around him as he moves. Not sure how plausible that is from a QuakeC standpoint. I've never used QuakeC before. I've programmed with actual C but does QuakeC even use standard C libraries, syntax?
                QuakeC is like Javascript, where-as C would be Java. You could use an EF_ flag to make a particle trail. Even if it was a smakk smoke trail to look like dust particles.
                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                • #23
                  Yeah giving it the grenade smoke trail would work pretty well (rocket would be too much). Although a simple copy and paste of the Grenade smoke trail code and then just make it more "dusty" colored would be ideal.

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                  • #24
                    Status Update:

                    Haven't had alot of time to work on the Qhole, but I did make his mouth texture (from scratch though I used the lamprey photo as inspiration). I need to make his skin and the texture of his spikes still. Then its off to riggin and animation. Once I have the full skin finished I'll post it.

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                    • #25
                      WOW! My last post was in December! Its been a heck of a two months. Work's been crazy lately. Anyway, the Qhole has finally been skinned. My sister helped out with finishing the skin texture since my texturing skills are still in their infancy. I'm going to rig him up soon, possibly this weekend. Then I'll post some more pics. Hopefully it doesn't take me this long with other enemies!

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                      • #26
                        Here he is with his new textures. I did the inside of the mouth, the spikes and the top part of the skin (the head) my sister did the rest.
                        Attached Files

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                        • #27
                          Looks great.
                          One idea just popped into my head and it's simple to add. Allow the monster to also fully function in water. So land based he's like a worm and all, but once in water allow him to freely move like the Eel/Rotfish. Would allow the monster to be added to maps for multiple purposes - even perhaps giving it the ability to jump out of water onto land. Just imagine putting it in slime - player can't see but then jumps out of it and then functions like you plan to - would be great to add in that jump factor.

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                          • #28
                            Yeah I was actually thinking the same thing with the water. That part I'll need help on (when I get to it) since I know nothing of Quake C. I'm almost done rigging him, (not that its particularly hard) I'll just need to do his mouth, and do the IK chain on him. The mongolian death worm (which the Dhole is clearly inspired by) had the ability to shoot acid. I'm considering giving the death worm the same ability, but I've also considered just making him a close up enemy that deals hella damage and takes a shit ton too. Just imagine the thing jumping out of the ground at you and you running down all your naills at him only to have him shrug it off and chomp you dead. (Better to back off and hit him with a grenade or a rocket!)

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                            • #29
                              The jumping out of water I have no idea on how to do - the water movement though - just copy the rottfish's code and edit it to force that movement only in water (otherwise you'd get him swimming in air)

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                              • #30
                                We're currently working on an amphibious monster in Remake Quake (although we don't yet know when or if any of the maps will use it).

                                One of the things that could potentially trip you up are the things that walkmonster_start() and swimmonster_start() do differently. And no, I don't just mean the fish count bug...

                                Edit: IIRC, Patrick Martin (he of modding fame, most recently working with Tronyn) did a speedmod that let fish do things out of water. I may be misremembering details, though.
                                16:03:04 <gb> when I put in a sng, I think I might need nails
                                16:03:30 <gb> the fact that only playtesting tells me that probably means that my mind is a sieve

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