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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Tue Sep 05, 2006 2:09 pm Post subject: |

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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"Roboto suggests Plasma Bazooka."
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 |

Posted: Tue Sep 05, 2006 2:49 pm Post subject: |

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 Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Wed Sep 06, 2006 2:48 am Post subject: |

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 |

Posted: Wed Sep 06, 2006 1:24 pm Post subject: |

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 Inside3D Staff Joined: 05 Nov 2004 Posts: 558 Location: VA, USA

Posted: Wed Sep 06, 2006 7:06 pm Post subject: |

Darkplaces allows the .colormod shit too _________________ Inside3D : Knowledge Is Power Darkplaces Documentation Wiki

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Thu Sep 07, 2006 2:30 pm Post subject: |

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 |

Posted: Tue Sep 26, 2006 2:55 am Post subject: Per-kr has a robot model... |

that i coded a monster for: http://mods.moddb.com/gallery/image/38195/ http://mods.moddb.com/2769

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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Tue Sep 26, 2006 4:20 am Post subject: |

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

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Tue Sep 26, 2006 5:54 pm Post subject: Re: Per-kr has a robot model... |

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.
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