 Right   
		#16223 posted by  madfox on 2019/09/26 07:23:37  
		
	 
		
		
		#16224 posted by  yhe1 on 2019/09/26 07:45:41  
		
	 
		
		 Notarget ?   
		#16225 posted by  madfox on 2019/09/26 08:36:07  
		It looks as if the entity wants to attack you.
  
  Mod will only work when using no target as soon as the game starts.  
	 
		
		
		#16226 posted by  yhe1 on 2019/09/26 08:48:21  
		Got it, thanks, the skin is much better now  
	 
		
		 Skin Size   
		#16227 posted by  madfox on 2019/09/26 21:43:31  
		After I took the time to seperate each model to import it as a common sized skin file, it really took time to evaluate the 64x1010 chasm skin. This is an odd size anyway.
  It only could get more bad before I realized Noesis converts them to mdl with the according skin.
  Looking at Faust eyepiece I don't think I could reproduce it on 300x200.
  
  I wonder if there is a way to extract the 64x1010 file. 
  It seems I need more knowledge of the UV filter.  
	 
		
		
		#16228 posted by  yhe1 on 2019/09/27 00:04:30  
		I don't think the skin file size is a big issue, as the regular quakesapsm could just expand its limits.
  
  I also tested it on Aguirre's engine, works fine there also  
	 
		
		 Seize   
		#16229 posted by  madfox on 2019/09/27 06:09:02  
		What about the size of the entities?
  In Chasm I'm not further than the second level, so I'm not that experienced.
  
  
  All I can do is compare the two games and it looks as if all y-axes are somehow " shrinked".  
	 
		
		
		#16230 posted by  yhe1 on 2019/09/27 06:45:30  
		You mean the size of chasm monsters compared to quake monsters?  
	 
		
		 < Eyesight   
		#16231 posted by  madfox on 2019/09/27 09:07:52  
		The comparishment between the way chasm monsters appear in Chasm and how they look in Quake. I think of a mincer and a goblin with a smaller bbox than fire height, or should I look to an orc on eyesight or look up at it.  
	 
		
		
		#16232 posted by  yhe1 on 2019/09/27 10:48:58  
		Are you worried that the height will affect the monsters attacks?  
	 
		
		
		#16233 posted by  yhe1 on 2019/09/27 21:42:50  
		Also, where is the skeleton and the final boss of the addon? I do not see him in the loko video  
	 
		
		 I Think This Is A Bit Off Topic?   
		
		Maybe a dedicated Chasm mod thread is in order?  
	 
		
		
		#16235 posted by  metlslime on 2019/09/27 21:56:19  
		or move it to Modelling Help  
	 
		
		
		#16236 posted by  metlslime on 2019/09/27 21:58:06  
		
	 
		
		 Fire Height   
		#16237 posted by  madfox on 2019/09/27 22:19:00  
		I made all chasm entities seized between a quake ogre and rotweiler.
  I seized the Worm like Shambler.
  Maybe they should be more ponounced.  
	 
		
		 Off Topic   
		#16238 posted by  madfox on 2019/09/27 23:00:14  
		Maybe you'te right. I never started a new toppic, maybe time to do so.  
	 
		
		
		#16239 posted by  yhe1 on 2019/09/28 00:45:31  
		As long as the chasm monsters can attack the player properly, I don't see how size is a big issue.  
	 
		
		 Lords Of Chaos - Initial Screens   
		#16240 posted by Borax Man on 2019/09/29 11:50:58 
		It's been about 20 years since I last made any level for Quake.  After a long hiatus, I made a Doom 2 WAD (DK Shrine - Remastered) released earlier this year, and I've moved on to Quake.
  
 I never thought I made a Quake level which I would consider 'good'.  Lords of Chaos I hope will fill the gap.  A large level, which will be more about exploration and ambiance, with a horror theme.  I'm using dumptruck ds's progs_dump, but apart from that, and some textures from 3rd party wads, its a classic Quake experience.
 
  I'm over halfway done, as most of the map is fleshed out, just needing details and gameplay elements thrown in.
 
  http://members.iinet.net.au/~dennisk@netspace.net.au/loc/loc1.jpg
 http://members.iinet.net.au/~dennisk@netspace.net.au/loc/loc2.jpg
 http://members.iinet.net.au/~dennisk@netspace.net.au/loc/loc3.jpg
 http://members.iinet.net.au/~dennisk@netspace.net.au/loc/loc4.jpg  
	 
		
		 Borax Man   
		
		Those shots look properly menacing. Good luck. LMK if you need help with pd_ and also, we're working on 1.1.2 right now. It has some bug fixes and a handful of features. Not sure when it will be ready. Hopefully days, not weeks.
  
  Good luck on Lords of Chaos.  
	 
		
		
		#16242 posted by  Joel B on 2019/09/29 19:21:07  
		Yeah I like those touches of color. Really helps in a metal theme map. Reminds me of jam3_ionous just a bit.  
	 
		
		 Good Stuff.   
		#16243 posted by  Shambler on 2019/09/29 19:42:20  
		I like the arches especially.  
	 
		
		
		#16244 posted by  Orl on 2019/10/02 01:06:00  
		While we are waiting for Lords of Chaos, do check out DK Shrine from Borax Man. Its a great set of Doom 2 maps with good gameplay and interesting non-linear layouts.  
	 
		
		 DK Shrine   
		#16245 posted by Borax Man on 2019/10/02 23:41:14 
		Thanks Orl,
  
 For anyone interested in DK Shrine, be sure to get the "Remastered" version and not the 1996 version.
 
  https://www.moddb.com/mods/dk-shrine-remastered  
	 
		
		
		#16246 posted by  lpowell on 2019/10/04 20:47:20  
		
	 
		
		
		#16247 posted by Borax Man on 2019/10/05 03:53:10 
		@lpowell.
  
  Looks nice, and I'm pleased that you've strayed from using solely the standard 'metal' texture set and done something a little more original.  
	 
		 |