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Looking for a few good monsters...
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Dr. Shadowborg
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Joined: 16 Oct 2004
Posts: 726

PostPosted: Tue Sep 05, 2006 2:09 pm    Post subject: Reply with quote

CheapAlert wrote:
soldier.mdl resknis as "new monsters" is pretty old, beaten and tired excuse of making new monsters like that overrated "goblin" or so


Actually the goblin was also resized to be a midget. But anyway, variants like these do qualify under the Guide to Mutants section as mappers and modders may want a nice skin or something for their theme, or simply are tired of looking at the same old grunt.

EDIT:
Getting nihilore from evileplanet now. Spirit: you're nihilore quaddicted download is botchered.
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Last edited by Dr. Shadowborg on Wed Sep 06, 2006 3:47 am; edited 1 time in total
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HeadThump



Joined: 14 May 2006
Posts: 74
Location: Zin

PostPosted: Tue Sep 05, 2006 2:49 pm    Post subject: Reply with quote

Reskins are an excellent and also standard way to denote differences in monster performance from the expected in game. LTH's grunt and enforcer reskins are a good example of how to do it right.
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scar3crow
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Joined: 18 Jan 2005
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Location: Las Vegas, NV

PostPosted: Wed Sep 06, 2006 2:48 am    Post subject: Reply with quote

Palette shifting in general, or a mild skin change, works regardless

Look at all of Diablo/2 afterall... you encounter several types of Fallen One, but via color alone they used the same artwork. Also alpha if it uses an engine mod can denote another ability... or make it glow to denote another... Simple stuff that allows for more variety in combat.
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Tei



Joined: 25 Oct 2004
Posts: 195

PostPosted: Wed Sep 06, 2006 1:24 pm    Post subject: Reply with quote

About KiU:

Has the "vore", that is a shalrath withouth chest and head, and looks very alienish to me. Theres even a "metal" skin for a "robotic" vore.
You can redo that "monster" with qME simply deleting the torso of a shalrath, and coloring the removed section. Also scaling up all the frames (qME function) will make a excellent "shambler size" monster with a spider alike feel.
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Error
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Joined: 05 Nov 2004
Posts: 558
Location: VA, USA

PostPosted: Wed Sep 06, 2006 7:06 pm    Post subject: Reply with quote

Darkplaces allows the .colormod shit too
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Dr. Shadowborg
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Joined: 16 Oct 2004
Posts: 726

PostPosted: Thu Sep 07, 2006 2:30 pm    Post subject: Reply with quote

Tei: Actual creation of new monsters is somewhat beyond the purview of the mod at this time. Think of this mod as a Custents only for monsters rather than general mapping / brush / train stuff.

Error wrote:
Darkplaces allows the .colormod shit too


That's something this mod will never EVER do if it can avoid it, as I would prefer to keep it as flexible as possible in terms of widespread engine compatability. (not to mention this is intended to be a mapper resource as much as anything, and I haven't seen that many mappers make a map for DP only.)
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hondobondo



Joined: 26 Sep 2006
Posts: 102

PostPosted: Tue Sep 26, 2006 2:55 am    Post subject: Per-kr has a robot model... Reply with quote

that i coded a monster for:

http://mods.moddb.com/gallery/image/38195/

http://mods.moddb.com/2769
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scar3crow
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Joined: 18 Jan 2005
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PostPosted: Tue Sep 26, 2006 4:20 am    Post subject: Reply with quote

rather Ed-209ish
dont think itd work in Quake's settings even base, but still cool looking
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Dr. Shadowborg
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Joined: 16 Oct 2004
Posts: 726

PostPosted: Tue Sep 26, 2006 5:54 pm    Post subject: Re: Per-kr has a robot model... Reply with quote

hondobondo wrote:
that i coded a monster for:

http://mods.moddb.com/gallery/image/38195/

http://mods.moddb.com/2769


OMG! It's hondobondo of the SuperDuper Quake mod! I love that mod!

scar3crow wrote:

rather Ed-209ish
dont think itd work in Quake's settings even base, but still cool looking


You'd be surprised. Especially considering that we've seen him before from a different perspective in PerQuake. Wink
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