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Chasm_quake_devkit
I read a lot of toppics about the possibillity of making a chasm quake convertion. As with the discusion about beez it often ends up whith a lot of whisfull thinking.
Here my intention to do make a chasm.quake devkit.

So far I've got the models in Quake running, but only on "notarget" function. If you have any ideas here is a devkit with the results.
There is still a lot to be done before all subroutines are cleaned up. For some I have a solution, but there are a lot of double poses in them.

To be done:
- stripping the frames for double action.
- adding the attack pain and death qc.
- eventually change the weapons and attack.
- adjusting the sound files.
- making maps for it with the chasm.wad
- extracting the cieling/floor parts.

Here's the first part of The Sewer map I'm making to try out the first three monsters Stratos - Faust and Spider.

chasm_quake_dev02

sewer1
sewer2
sewer3

I know it is a rather big chunk of work.
I just do it for fun and have no commercial intrest.
Just my urge to see that bastards run in Quake.
:P
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Some things I've noticed:
- You only have wall textures in your map. The floor/ceiling/sky textures are stored inside the game's FLOORS.01, FLOORS.02 etc. And the static models have their own skins as well.
- But then you have those wind turbines, which means you have a way of converting the .3O models already?
- You have the archer goblin from the addon, but no final boss?
- Noticed all the fullbrights obviously. 
@-chedap 
textures Last year I started converting the chasm textures to a wad.file. As there are many files with lose mdl frames it took some time to gather them all. The floor and ceiling tex I couldn't find. Untill you pointed to me.
The Chasm.wad has some peculiar yellow quake.pal lacks. I haven't cleared the textures from fullbrights, because they have no 16pix seize.

windturbines> So it looks, but I can't convert *.iso files. I had a test with Preach to see what would turn as smooth, a static or an animated texture. It seems the static wins as textures only animate in game on 0.5 sec. A static can go up to 0.1.
That's how I gathered the windturbines.

final bossI got a little broke up with coding the other three bosses. Worm is already there, but lacks code. 
Floor Textures 
Chasm/Addon1/Level01/FLOORS.01

I can't convert *.01 files, and tried pdf fileconverter, who claimed it as non excisting.
Noesis either won't relate to FIFA Master's lost extentions, so that's why I have no floor & ceiling texters. 
Debugging 
I don't know what has happend, the first moment a monster sees the player it receives a lot of charg damage. After that the ammu damage comes in.
I have eliminated all charge poses, but it keeps buggin'on.
Starting a game kills me in two attacks. 
 
Perhaps share the source code here so others can help? 
Fact Is 
It doesn't happen untill dev2.17, so that's where I'll start looking.
Maybe the player.pain changes I made to get less warnings on ftqcc.
It looks as a charge attack, but there's no statement for it made.

share the source ? If you unpak the pak0.pak file, look in the pak0.pak/progs/quakec/chasm_quakec_dev2.27.zip
all the code-files you need are in there. 
 
floors
You're unlikely to find a converter for floor files, especially a general purpose one. There's a kind of a converter over at the PanzerChasm project, but it just spits out all the floors in one file (and you'd need to compile it first). I'll write one, not right now though.

turbines
How did you get the turbine models then (street lights and wall fans as well)? These are in .3O format originally. Doesn't seem too complex a format, but a brief search convinced me there weren't any existing converters for it either.

boss
I meant the addon boss (High Priest / WIZARD2.CAR). And looking at it now, you don't seem to have a WOLF2.CAR either. You got his spear, but no actual enemy.

fullbrights
Not sure what 16px have to do with these. 
 
Wolf2 is the orc, right? It is there. 
Ah, Right 
That's him. Why rename the monsters anyway? 
 
The worm and the high priest are not normal bosses anyway. Just like in quake, no custom maps uses shub as a boss 
Maybe They Should 
I generally dislike gimmick bosses. Four out of five in Chasm are a waste of a decent fight. 
What It Iz.., 
I'm not so familiar with the names, sorry.

If you want to see what happened, just take the progs.dat from dev2.16 and put them into your dev2.27 map. It will give some errors because the bosses are not there, but it will possible to play the game as intended. The test68 map is much better to check the enemies.

You can also compare the chasm_quakec_dev2.16 to see why here is not that harsh charge attack at seeing the player.

dev2.16 
 
the classic map "myworld is your world" has Shub. There are probably others. 
@-chedap 
turbines
A lot of the statics I made myself, no way converting movingwalls or vibromills. It starts with one frame like the chmbat.mdl. While copying the frame several times and make additions it is possible to create a new entity.
There is an example on quaketasic from them in three velocity stages.

-http://www.quaketastic.com/models/fanhouse.zip

fullbrights
Models are easy to delete fullbrights. I havenĀ“t found a way to debright a whole wad.file. 
 
Madfox, most of your monster attacks are good, only issues are to fix the charge damage issue, make rockets explode, and make the phantom fire three straight fireballs. 
#318 
So the decorations you have were made from scratch? You have their textures. Someone at some point had to convert those.

For wad fullbrights there's EricW's defullbright 
 
about the textures...

The doom community already converted chasm textures to use in doom maps:

https://www.realm667.com/index.php/en/texture-stock-mainmenu-152/624-chasm-the-rift-texture-pack

If you know how to extract doom textures, then you can try and see if the floor/ceiling/sky textures are there. 
Well There You Go 
Seems like a competent collection. The floors are there, no duplicates as far as I can see. And even the thin textures are correctly sized.

Meanwhile I have also discovered that Noesis can open .3O models and export them straight to .mdl, animation and all.

Even more than that, Noesis can even open entire Chasm maps and export them to common formats while including the props. Then you can just convert to .map and compile. The whole thing's automated, all that's left are the interactive parts (and matching some texture names). 
@-chedap 
There's a lamp, hanging in the office, slowly turning.
Only way to do that is to develope a lamp and animate it, as quake has no function for it.
Most props like fences I made myself.They are already converted.

And yes, I converted all models first, before I knew Noesis could open .30 models.

What I don't understand is how you convert a map.10 file in Noesis to a map with props. If you can show me how I would like to know. 
 
To convert a map with props you first need to unpack CSM.BIN with Noesis (it renames certain things in a specific way). Then, on export, you put "-chasmloadmodels" in "Advanced options". This command, and some others, are documented under "Advanced commands" button to the left.

Unfortunately, I was a bit over-optimistic. Not all export formats are viable. OBJ has geometry missing, and FBX has generic material names. So the only options left seem to be Collada or glTF. Collada has slightly more reasonable material names.
Depends on your software. Blender (Assimp as well) fail to automatically hook up the textures in a Collada file. And I had to download a newer glTF importer for Blender for it not to fail on import.

map1 via gltf
map1 via collada
addon map1 via gltf 
Yes 
Quit surprised how you managed to open that BIN file. It looks as if there is a possibility anyway. Would have saved me a lot of work constructing the map.
Blender is not one of my practical habits to use modelimport, but thanks for the hint. 
Too Much Charge Attack 
While searching the bin file I found the floor textures. I can update the wad file now.

I was so disordered by the charg attack of Mong & startaos I didn't know where to look. I had gave them a ldmg statement, but this works much too soon used in a launch attack.
Contraire is that I can'r give them a launch attack strength.

Here is the last update. I replaced all skinn file wuth the UVswapper, but still there's something that cause fitzquake to bounce off.

dev2.28 
There 
goes my heart again. 
 
The the original chasm, the skeleton's pain pose is not used, I don't think.

Maybe used the Joker and Skeleton models already converted to doom format to fix the skeleton knee and Joker hand blade problem? 
 
Here is a saved game for Dos chasm that shows the joker, as well as all weapons.

https://www.dropbox.com/s/dqhmfwgm95f3mfh/CHASM00.rar?dl=0 
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