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Zombies and Mutants
Posted: Fri Jul 21, 2006 6:25
by J-Dub
I've started making a model resource project for gzdoom. I've already DECORATE'd and MODELDEF'd a few quake 1/2 models. There will be a lot of the q1/2 models included in this. There will also be any other decent models I can find.
Posted: Fri Jul 21, 2006 9:57
by Paul
Interesting...
I don't really think those dark brown quake monsters would fit into Doom. Maybe someone could take care of converting JDRP to work with Gzdoom? Shouldn't be hard IMO. Though I'm not sure if Gzdoom supports multi-skins per a single frame, so we're gonna have to wait until Graf adds better model support.
But just for the sake of it, I'd sure would like to play this resource of yours. Keep on working man.
Posted: Fri Jul 21, 2006 10:15
by jflkbob
Those would be perfect for a mine themed level i am making

Posted: Fri Jul 21, 2006 15:43
by BlazingPhoenix
Paul wrote:Interesting...
I don't really think those dark brown quake monsters would fit into Doom. Maybe someone could take care of converting JDRP to work with Gzdoom? Shouldn't be hard IMO. Though I'm not sure if Gzdoom supports multi-skins per a single frame, so we're gonna have to wait until Graf adds better model support.
But just for the sake of it, I'd sure would like to play this resource of yours. Keep on working man.
Actually, they could work quite well combined with the Q1 Texture pack, we could make
better quake 1 themed levels with GZDoom

Posted: Fri Jul 21, 2006 16:49
by Paul
KoF wrote:we could make better quake 1 themed levels with GZDoom
So you want to make Quake levels? Why not just build for Quake? Oh, you want to make levels that look better than Quake but are quake themed? Good luck doing that without lightmaps. Still no? I don't get it then.
Posted: Fri Jul 21, 2006 20:51
by Enjay
Although I have no intention of making Quake, or even Quake themed maps, I have done a (very) little Quake and other 3D engine mapping in the past. I simply prefer editing Doom format maps. It's second nature to me and I like doing it. I have no desire to spend time picking up the skills required to edit competently in Quake. Those reasons would be good enough for me to make a Quake-like map for Doom, should I want to do so.
Anyway, I'm really intrigued to see how these models turn out and look forward to trying them. I would also like to see how the JDRP monsters work in GZdoom. I have to confess, I'm not a huge fan of them, but I have found myself strangely drawn to Risen3D c/w models recently.

Posted: Fri Jul 21, 2006 21:44
by Phobus
What do you mean "should Username want to do so"? You already have, in Enjay Zdoom 2001!

Posted: Fri Jul 21, 2006 23:29
by Enjay
Oh yeah, so I did.
I meant right now/immediate future, but I had forgotten about that one.

Posted: Sat Jul 22, 2006 15:27
by Psycho Siggi
I'd like to see the Quake 2 monsters in GZDoom.

Posted: Sat Jul 22, 2006 22:22
by wildweasel
If you're going to put monsters into Doom, I would personally rather that they weren't the same Quake/Quake 2 monsters we've all seen before. Why not grab something from some other Quake/2/3 engine game, like out of Hexen 2 or maybe Kingpin?
Posted: Sat Jul 22, 2006 22:54
by Enjay
A lot of the Kingpin models look kind of like Doom Zombies already.
But yeah, why not other games? There are loads out there but all we ever seem to see (for more than just models) is id rips.
Posted: Mon Jul 31, 2006 10:16
by J-Dub
I've changed my mind on what I want to do with this. I'm going to make a few maps and turn this into a complete project. Its going to be in a graveyard type area. It'll have lots of zombified monsters and cutscenes. I have more ideas but I don't want to talk about it, you'll just have to play the thing!
Posted: Mon Aug 07, 2006 3:27
by chaoscentral
do u want a better skybox? I'll give you the Ravenholm one from HL2 if you want, it just seems to fit a graveyard better than sunlight(unless thats a temp skybox) because it seems a bit overly bright
Posted: Mon Aug 07, 2006 3:55
by BlazingPhoenix
dude...that looks pretty cool. I'd like to see this finished, and I agree with CC on needing a new skybox.
Posted: Fri Aug 25, 2006 12:49
by J-Dub
So... I'm still working on this. It has a lot of cutscenes leading from one area of monsters to another. All new enemies, all models. It should be pretty obvious what to do most of the time (I would hope). Here is something recent: A scene where a mutant zombie leaps from a pool of nuclear waste.
@Chaoscentral: No. These pics have been brightened in photo software to show detail which isn't as obvious when you're not moving.