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ZOMBIE Mods  "DECAY TC, Zombie Crisis, etc."

User is offline   Mblackwell 

  • Evil Overlord

#91

Yep, no polymer. Maybe some time later if it ever gets released it could be patched to add lights, but for now it would be too time consuming.
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User is offline   chicken 

  • Fashionable Modeler

#92

tbh, the zombimodels included right now are not that hot...
I got another one in the making right now (posted some pics of that earlier in this thread).
Diehard sent me the fat one (pics also earlier in this thread). I could animate that.
And Cage sent a Pshop-file with an embedded model but i was only able to save the texture.

Are there any other models floating around that could be used?
I really think we should try to get new models in or improve the existing ones...

@MBlackwell: Maybe you could make the fat one spit gooballs at the player (like in Blood)?

This post has been edited by chicken: 25 February 2010 - 02:21 AM

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User is offline   Tea Monster 

  • Polymancer

#93

I understand why you are doing this, as you are 100% right that if we start adding a lot of stuff it will never get done.

But it would have been great to get some high-res zombies done and polymerise them!
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User is offline   Mblackwell 

  • Evil Overlord

#94

I don't believe I have any other zombie models, no. If you guys want to replace them with your own, do it up and then send me the results. I believe there's at least two implemented zombies with alt skins. If it was able to use the same code base I could easily add a third. Then, when I have everything I can send everyone a patch (though eventually we should get an svn, if all goes well).

Did you guys go through the ZTEST maps? I believe there's at least one enemy that has no model for it at all currently.

As for polymerizing things, if you wanted to basically map/model with it in mind (but not spend a ton of time implementing it), that's fine. As long as it looks good and runs well in Polymost. As I said, after it's out we can go back and make it prettier, but at least version 1.0 will be out for people to give feedback.
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User is offline   Tea Monster 

  • Polymancer

#95

Looking at what has to be done to complete the maps, I'm thinking that MBlackwell is right in that we just get the Polymost version out the door and work on Polymerization later.

I was working on a basic human male mesh that could be adapted to a zombie or two if anyone is interested. PM me.
Attached Image: basichuman.jpg

This post has been edited by Tea Monster: 28 February 2010 - 07:35 AM

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User is offline   chicken 

  • Fashionable Modeler

#96

Looks great!
I just sent MBlackwell my first zombie and right now i'm working on the second one (the fat one, screenshot see page 1).
So, what if you finished this one? <_<

This post has been edited by chicken: 28 February 2010 - 09:01 AM

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User is offline   Mark 

#97

"Chicken must give up his social life and make all zombies alone"

So it was written, let it be done. <_<
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User is offline   chicken 

  • Fashionable Modeler

#98

Wha...
Hey, this is not what i signed up for!!!
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User is offline   Tea Monster 

  • Polymancer

#99

LOL, I'll make one at least. I have an idea for one of the critters as well. I was offering the mesh in case anyone wanted to use it as a springboard to make something else.
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User is offline   Mblackwell 

  • Evil Overlord

#100

Niiice.

And I keep mentioning them but don't forget the ZTEST maps. They show what actors to use in maps and they SHOULD show if there are any tags you should pay attention to (there's a few like zombies that come out of the ground that are useful). I think I have it set up so if you use pal 3 enemies remain stationary until they see you rather than wander around. Don't know if that's demonstrated in any of the ZTEST maps though.
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User is offline   chicken 

  • Fashionable Modeler

#101

I used ZTEST 7 to test my models, but i am puzzled by one thing. I think the zombies have no pain animation. I included them in the defs but they didn't show during testing.
Could you please check that?
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User is offline   Mblackwell 

  • Evil Overlord

#102

Can't check now, but most likely it's the first frame of the death animation. Saved frames that way (and meant I could transition straight to death pretty easily).
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User is offline   Tea Monster 

  • Polymancer

#103

Base zombie mesh is done. Now to undeadify him. Just over 3K tris.

Attached thumbnail(s)

  • Attached Image: basezombie.jpg

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User is offline   chicken 

  • Fashionable Modeler

#104

Yesss.
This is gonna look good <_<
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User is offline   Mblackwell 

  • Evil Overlord

#105

Hey... that's nice. <_<
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#106

Is anyone intrested in my barricade-code / art? I would give it to you!
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User is offline   Sebastian 

#107

How does it work?
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#108

Here, I made a little vid of it... the sound lags, sorry for that.

http://www.youtube.c...h?v=4oyEIVL9-o0

It works like this: You place a sprite where the player should be able to barricade.. ingame the player has to collect wood to place a barricade then. There are three barricade-types. If the player collects wood and uses a barricade, it will be upgraded to the next barricade-level-thingy.

This post has been edited by BrOiler1985: 10 March 2010 - 09:13 AM

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#109

Wow thats very intresting! Should be awesome in a zombie mod.
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User is offline   Tea Monster 

  • Polymancer

#110

Wow, sounds like it was made for it!
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User is offline   Sebastian 

#111

Ah, nice! There's an almost identical feature in Amc TC too, should definitely put that in!

edit: Here's a video of it in action, as you can see it works a little differently but it's still basically the same thing.

This post has been edited by Rusty Nails: 10 March 2010 - 04:00 PM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#112

View PostRusty Nails, on Mar 11 2010, 12:49 PM, said:

edit: Here's a video of it in action, as you can see it works a little differently but it's still basically the same thing.

I am still waiting to play that level for the coop and MORE COWBELL!
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#113

Yeah looks almost the same <_<, but I bet your's is coded better than mine <_<
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User is offline   Daedolon 

  • Ancient Blood God

#114

This reminds me that I need to continue working on my mod since it just needs some artwork to be fixed and very little to code.
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#115

If anyones intrested, you can download the barricade-code / art here:
http://www.diesoifer.de/barricade.zip
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User is offline   CruX 

#116

View PostBrOiler1985, on Mar 10 2010, 09:52 PM, said:

but I bet your's is coded better than mine <_<


Don't sell yourself short. This is some pretty cool stuff.
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#117

Hmm, it's strange... it seems that the wood sprite is invisible, you can still pick it up and if i barricade something nothing happens.
Can you include an example map?

Also no con errors in my log.
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#118

Maybe because I havent included the tiles015.art? i'm uploading it right now!

Here.
http://www.diesoifer.de/Tiles015.ART

Maybe that helps

This post has been edited by BrOiler1985: 14 March 2010 - 07:57 AM

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#119

I uploaded an updated zip with a small demo map. Also I forgot to say is: If you place a barricade with lotag 1 it wont spawn the BARRICADESPRITE when destroyed.

http://www.diesoifer.de/barricade.zip

This post has been edited by BrOiler1985: 14 March 2010 - 09:22 AM

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#120

Works perfectly! Thanks for fixing it <_<
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