View previous topic :: View next topic |
Author |
Message |
Orion

Joined: 12 Jan 2007 Posts: 413 Location: Brazil
|
Posted: Sun Feb 08, 2009 1:16 am Post subject: 3-monster patch |
|
|
Hi, I converted 3 HL monster models to Quake, and implemented them as new monsters. It's the houndeye, the barnacle, and the headcrab. They replace certain monsters stated in the readme but they come with monster_houndeye/barnacle/headcrab functions to place them on your map.
http://www.quaketastic.com/upload/files/single_player/mods/3monster.zip
Some screenshots:
 _________________ There's no signature here. Stop looking for one.
Last edited by Orion on Tue Feb 10, 2009 2:37 am; edited 1 time in total |
|
Back to top |
|
 |
Entar

Joined: 05 Nov 2004 Posts: 422 Location: At my computer
|
|
Back to top |
|
 |
Orion

Joined: 12 Jan 2007 Posts: 413 Location: Brazil
|
Posted: Mon Feb 09, 2009 1:48 am Post subject: |
|
|
You mean the code or model?
Well, the model was converted directly from HL to .md2 using milkshape, and then to .mdl using quark, because there's no quake .mdl type on export menu.
Photoshop to unify all separate textures into one, fimg to set the image colors to Quake palette.
The code I did from scratch, because half-life code is totally different. _________________ There's no signature here. Stop looking for one. |
|
Back to top |
|
 |
MauveBib

Joined: 04 Nov 2004 Posts: 602
|
Posted: Mon Feb 09, 2009 5:13 am Post subject: |
|
|
He's refering to the use of the copyrighted model without permission. _________________ Apathy Now! |
|
Back to top |
|
 |
Baker

Joined: 14 Mar 2006 Posts: 1538
|
Posted: Mon Feb 09, 2009 5:41 am Post subject: |
|
|
He credits it in the readme.
Fair Use from wikipedia wrote: | 1. the purpose and character of the use, including whether such use is of a commercial nature or is for nonprofit educational purposes;
2. the nature of the copyrighted work;
3. the amount and substantiality of the portion used in relation to the copyrighted work as a whole; and
4. the effect of the use upon the potential market for or value of the copyrighted work. |
Non-commercial nature, only borrows a small part of the work, doesn't affect Valve's ability to sell the game, was largely done for educational purposes to play with the Half-Life models. Isn't distributing the actual Half-Life model, but a converted version of it. No attempt to deceive about the authorship of the model. |
|
Back to top |
|
 |
ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
|
Posted: Mon Feb 09, 2009 11:30 pm Post subject: |
|
|
cool i think i might have to check this out keep converting and working on things id like to see how many you can convert and code up  _________________ QuakeDB - Quake ModDB Group |
|
Back to top |
|
 |
xaGe

Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York
|
Posted: Tue Feb 10, 2009 12:46 am Post subject: Re: Houndeye patch |
|
|
..1st of all I think you did a great job with these. Here is my take on how they seem playing in game for 30 minutes. Acting slowly is not an issue, but to fast? Their run animation is much, much quicker than the rotties and a bit comical as they hop back and forth until they either spot you or get in a fight with another monster. How they come up on you after they spot you is great. They run up, stop and twitch a bit as they do in HL before they charge up there sonic(or whatever) attack. I did notice the charge time of their attack is very quick, possible to quick compared to the charge time in HL. They like to fight a lot with other monsters to I noticed, but that's not necessarily a bad thing..
..I'm sure the timing of things can be easily changed in the code for those capable. These critters are fun monsters... thanks for the work you put into them. I can't wait to see the barnacle in quake.
Orion wrote: | Hi, I converted HL houndeye model to Quake, and implemented it as a new monster. It replaces both the grunt and rottweiler with a 50% chance, but it also comes with a monster_houndeye() function so you can place them on your map.
As HL monster framerates are higher than Quake's, I had to speed up nextthink on each frame of it, so it won't act "slowly".
http://www.quaketastic.com/upload/files/single_player/mods/houndeye.zip
EDIT: Currently working on the barnacle.
Above image: Barnacle pushing a guard.
Tongue is still a little bugged... |
|
|
Back to top |
|
 |
Orion

Joined: 12 Jan 2007 Posts: 413 Location: Brazil
|
Posted: Tue Feb 10, 2009 2:38 am Post subject: |
|
|
First post updated.
Barnacle and headcrab are ready.  _________________ There's no signature here. Stop looking for one. |
|
Back to top |
|
 |
xaGe

Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York
|
Posted: Tue Feb 10, 2009 3:56 am Post subject: |
|
|
Haven't seen a headcrab yet, but the barnacle is great. I also noticed the houndeye attack charge time is now balls on! Nice!
Thanks...
Orion wrote: | First post updated.
Barnacle and headcrab are ready.  |
|
|
Back to top |
|
 |
Orion

Joined: 12 Jan 2007 Posts: 413 Location: Brazil
|
Posted: Wed Feb 11, 2009 2:22 am Post subject: |
|
|
I'm also thinking about adding bosses for the episode 2, 3 and 4.
Episode 2: Tentacle or Gonarch(big momma)
Episode 3: Gangantua
Episode 4: Nihilanth _________________ There's no signature here. Stop looking for one. |
|
Back to top |
|
 |
|