Forum

Looking for a few good monsters...

Discuss anything not covered by any of the other categories.

Moderator: InsideQC Admins

Postby Dr. Shadowborg » Tue Sep 05, 2006 2:09 pm

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.
Last edited by Dr. Shadowborg on Wed Sep 06, 2006 3:47 am, edited 1 time in total.
User avatar
Dr. Shadowborg
InsideQC Staff
 
Posts: 1110
Joined: Sat Oct 16, 2004 3:34 pm

Postby HeadThump » Tue Sep 05, 2006 2:49 pm

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.
HeadThump
 
Posts: 74
Joined: Sun May 14, 2006 3:21 pm
Location: Zin

Postby scar3crow » Wed Sep 06, 2006 2:48 am

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.
User avatar
scar3crow
InsideQC Staff
 
Posts: 1054
Joined: Tue Jan 18, 2005 8:54 pm
Location: Alabama

Postby Tei » Wed Sep 06, 2006 1:24 pm

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.
User avatar
Tei
 
Posts: 193
Joined: Mon Oct 25, 2004 12:22 pm

Postby Error » Wed Sep 06, 2006 7:06 pm

Darkplaces allows the .colormod shit too
User avatar
Error
InsideQC Staff
 
Posts: 865
Joined: Fri Nov 05, 2004 5:15 am
Location: VA, USA

Postby Dr. Shadowborg » Thu Sep 07, 2006 2:30 pm

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.)
User avatar
Dr. Shadowborg
InsideQC Staff
 
Posts: 1110
Joined: Sat Oct 16, 2004 3:34 pm

Per-kr has a robot model...

Postby hondobondo » Tue Sep 26, 2006 2:55 am

hondobondo
 
Posts: 207
Joined: Tue Sep 26, 2006 2:48 am

Postby scar3crow » Tue Sep 26, 2006 4:20 am

rather Ed-209ish
dont think itd work in Quake's settings even base, but still cool looking
User avatar
scar3crow
InsideQC Staff
 
Posts: 1054
Joined: Tue Jan 18, 2005 8:54 pm
Location: Alabama

Re: Per-kr has a robot model...

Postby Dr. Shadowborg » Tue Sep 26, 2006 5:54 pm



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:
User avatar
Dr. Shadowborg
InsideQC Staff
 
Posts: 1110
Joined: Sat Oct 16, 2004 3:34 pm

Previous

Return to General Discussion

Who is online

Users browsing this forum: No registered users and 1 guest