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Quake 1 Custom Monsters
since there's been some discussion of custom monsters, both old and new, I thought I'd share these ideas I've had pulsing in my cerebelum for some time. Depending on my current mapping projects, I'd like to try modelling these sometime in the near future, but I'll pitch the design briefs here and let you foul creatures leer at them...
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I Need... 
...some smallish, fast and scareish monsters in Quake, just like facehugger from AvP or headcrab from Half-Life. That's first.

For the second I'd love to see a decent flying enforcer with proper model, animation and code.

For the third I'd much appreciate any good techy-melee monster, like, I dunno- a fiend plated with armour, mechanical dog or something like that.

However, you guys rock with modelling, skinning, coding and sounding the new stuff for Quake, which the community can use in projects, maps etc. Respect to you all, magicians =) 
MisYu 
'...some smallish, fast and scareish monsters in Quake, just like facehugger from AvP or headcrab from Half-Life. That's first.'

Kona's Carved in Flesh has a miniture but fast fiend that is very convincing in that role. 
HeadThump 
But the problem is I don't understand and tolerate any resized standard Quake monsters, because it looks ridiculous. =( =( 
Necros And I Are 
so ahead of you guys ;)











<scitter>*twitch* 
Kell, 
my model work using Blender isn't intended for Quake, but okay, you deserve that one uppage 
It Wasn't Intended 
as one-uppage 
Go Ahead, The Model Is Nice 
pat yourself on the back. You're a good kid, Kell. Don't be so hard on yourself. 
Kell 
Cheeky bastid... now put your web page back up somewhere (if it is already, URL!?) 
'You're A Good Kid, Kell. Don't Be So Hard On Yourself.' 
was meant as a South Park allusion and not as an insult. You're awesome, Kell.

Anyways, my mom says I'm cool. 
Sorry About Bumping The Thread 
but hows the progress going?
(i'm a little excited about new monsters) 
Very Well. 
^_^ 
Well... 
Floyd went to the petition for making Logo
candidate, meanwhile bulls and crickets made Floyd almost run for soldier.

http://members.home.nl/gimli/floyd02.jpg
http://members.home.nl/gimli/floyd01.jpg
http://members.home.nl/gimli/floyd03.jpg

For the part of the floyd.mdl I'm working on;

http://members.home.nl/gimli/floyd01.zip 
Floyd03... 
LOL 
Mega E's 
First of all - where to get those blue Mega Enforcers?

Secondly - how to put them in your level? Is it a complex process? 
Mikko 
The original incarnation of the Mega Enforcers can be found in Zerst�rer add-on for Quake. If you can find the zer download, it also includes the devkit (including quakec sources). You options would be to:

a) use the original Zer quakec (disabling all unneeded stuff like weapon precaches and whatnot from the quakec sources).

b) port the Mega Enforcer code to ID or Hipnotic quakec sources. 
Mikko 
The original incarnation of the Mega Enforcers can be found in Zerst�rer add-on for Quake. If you can find the zer download, it also includes the devkit (including quakec sources). You options would be to:

a) use the original Zer quakec (disabling all unneeded stuff like weapon precaches and whatnot from the quakec sources).

b) port the Mega Enforcer code to ID or Hipnotic quakec sources. 
Jago 
I have no idea how to do any of that. What you did to get them into your latest map? I have seen these guys in numerous levels so I thought they have been released to public as some custom monster pack or something.

I mean - I guess I need the code for the guys and the models - but would I have to do more than just place them in correct directories within the Pak file? 
Floyd03 
All that knockin'on Logo's door...
Ask Floyd yourself, as ready it is.

http://members.home.nl/gimli/Floyd02.jpg
http://members.home.nl/gimli/soldier.zip

Commands welcome! 
Here's A Command: 
Commands? 
Mikko 
Basically, I downloaded the Zetst�rer and Scourge of Armagon QuakeC sources, figured what I wanted added/changed from the Scourge of Armagon sources and asked Kinn for help. The progs.dat that comes with my latest map is based on SoA + megaenforcer code ported from Zer, SoA weapon precaches disabled and a misc_ambient entity added for custom ambient sounds. 
Good Advice, Jago 
SoA QuakeC source creates suprisingly few bugs and conflicts in the registers when integrated with other sources. I had a devil of a time with Rouge some time back. 
A Not So Custom Monster Or Two 
Ok, two models that might, *might* just pass as quake style...although neither of them are new custom monsters, so don't get all excited folks.

The first one I made way back when people last posted in this thread about the mega enforcer. I've always reckoned that the force field, cute as it may be, isn't the best that the quake engine could do, so I've made an new model, with a different effect. It looks a bit like the glquake glow shells...but don't let that put you off. To try it in quake, find a mod/map that has mega-enforcers, and replace the enforce2.mdl in the progs folder with the model in:
http://people.pwf.cam.ac.uk/ajd70/enforce2.zip

Ok, if messing with the untouchable classic zerstorer wasn't bad enough, I've gone and made...a replacement vore! So, why would I bother, and why would you want to use one? The idea is that people who don't own a copy of quake would be able to play custom maps using just the shareware, if it wasn't for all those missing models from pak1.pak. So I have the slightly ambitious aim to replace these monsters.

The catch is, that I'm sure you'd agree it'd be a shame if the new monsters didn't fit in with that special quake atmosphere, so that's where you guys come in. If you would download the model, try it out, and give me some pointers as to what to change to make it match the style of quake, it'd be really helpful. Just forgive the walk animation, this isn't the final model, I'm still trying to get it to match up with the movement of the original, and right now it looks a bit off.

Oh, almost forgot a link to the vore model:
http://people.pwf.cam.ac.uk/ajd70/shalrath.zip

PS: There is an evil .tga skin with the vore, for evil people who use evil custom engines. 
Vore, 
i don't think it looks very good. the proportions are all off. the torso is too skinny and the arms are too beefy. also, the wierd ridge/scales on the bottom part of the legs look strange.
attack animation could be smoother as well. also, the little spikelets on the face should be a bit more fat and juicy. ;)
good job with the skin though, getting all the nice details crammed in there. with this added detail, maybe you could try to get the skin a bit less 'smooth'.

it's a good start though, so keep it up!

for the mega enforcer, that effect works pretty well. 
Preach 
cunning idea there with the mega enforcer shield :) The only drawback is that it has to be skinned with the palette's very few fullbrights and of course there's no transparency. But for an implementation of someone else's idea, it does the job very well. 
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