Reincarnation of Evil - Remaking Doom 3/4 Content in 2

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Re: RoE Monster Pack - Doom 3 monsters in Doom 2

Postby Dulle » Wed Oct 15, 2008 12:04 pm

By they way...what's that Eriance's Defiler that we can use as base of the vagary?
Someone can show pic of it or something like that? :o
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Re: RoE Monster Pack - Doom 3 monsters in Doom 2

Postby .+:icytux:+. » Wed Oct 15, 2008 12:40 pm

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Re: RoE Monster Pack - Doom 3 monsters in Doom 2

Postby Ghastly » Wed Oct 15, 2008 12:48 pm

It's the one next to the right-most monster (resembling the Helltime Hunter. It'd be easier editing the Hell Knight into the Helltime Hunter, by the way) in the pic IcyTux posted. It'd take a lot of editing, but it's probably the best base for the Vagary.

Unfortunately, it'll be a long while before the Defiler is done, but there's still a lot of monsters, in the meantime.
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Re: RoE Monster Pack - Doom 3 monsters in Doom 2

Postby .+:icytux:+. » Wed Oct 15, 2008 12:54 pm

the defiller is the monster eriance said will be the last one hel make of those. so u might have to wait another year.
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Re: RoE Monster Pack - Doom 3 monsters in Doom 2

Postby Dulle » Wed Oct 15, 2008 2:11 pm

Now there's more sab sprites:
SABAOTH.PNG
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Re: RoE Monster Pack - Doom 3 monsters in Doom 2

Postby Ghastly » Wed Oct 15, 2008 2:24 pm

I think the 3rd rotation should be a little thicker. Anyone (Icytux? :P) want to put up a side-view screenshot of Sabaoth?
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Re: RoE Monster Pack - Doom 3 monsters in Doom 2

Postby przndoom » Wed Oct 15, 2008 4:07 pm

Dulle wrote:
przndoom wrote:imp

Can I continue the imp?
I know the problems of your imp:
- It's excatly same color as soul harvester what makes also look like same.If you let me continue it,I can recolor it to the right color ; grayish brown...and that's the color wich the Doom 3 imp really have.

- I can see that you are ripped the eyes from somewhere (wich makes it looks like little odd :? )

- The imp doesn't have a nose.In Doom 3 the imp have nose that like a small black hole (same that skeleton have).

Well...otherwise your Doom 3 is pretty good. (_)3


sure why not i would like to see what you can do...if its good i guess both gets cred lol

-i used same tone but unsatcherated it a bit cuz it wasnt so much brown/green/brown as the harvest

-i got the eye from the spider of zblood n beast realm (though i like em...cuz it its dark eyes like black..it would seem too monochromatic (reason why its red ) and only 6 eyes instead of ....ummm 12(?) and not 4 cuz it would seem flat, rather than showing a curvature of the face..to be more skull is...

- i thought i put that skeleton kinda of nose (check oh crap, those are a bit old...like 1 step old...and i just did sample on to the nose and edit some limbs...) k

as long you dont loose the cartoon aspects of doom GFX ( the 5% bigger head and arms) yeah...ill like to finish it but the jumping i do looks really bad..i dont even want to look at it but i dont want to deleted cuz its was a step of trial n error...i can draw then BUT i cant put it on the comp. :cheers:

I WISH i can draw the monsters and put it up in the comp and just fill the color n shading in..it would be soooo much easier


n thanks ghastly...yeah ill still have trouble with the leap/crawl, but no way i think this maybe a better edit than the other 1...fit in more...bruizy ill get it done as fast as i can..1 frame at a time instead of cramming them in like the imp

N keep up the good work dulle..you did very good job compared to mine...i tip my hat to you

Ghastly_dragon wrote:I think the 3rd rotation should be a little thicker. Anyone (Icytux? :P) want to put up a side-view screenshot of Sabaoth?



you know what would make it easier too.....if i had a reference point (doom3 on comp) i hate i have the waterdown graphics of the xbox...and i dont have time to push the button and wait for it to load...lol :lol:
Last edited by przndoom on Wed Oct 15, 2008 4:11 pm, edited 1 time in total.
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Re: RoE Monster Pack - Doom 3 monsters in Doom 2

Postby Ghastly » Wed Oct 15, 2008 4:10 pm

przndoom wrote:ill still have trouble with the leap/crawl


In that case, I think we can forget the leap and crawl animations. If you can't find a good base for it, it's probably best to leave it out (at least, until you find a good base).
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Re: RoE Monster Pack - Doom 3 monsters in Doom 2

Postby przndoom » Wed Oct 15, 2008 4:14 pm

hmm well then ..i really wanted it, but ill try..lets see where this is going since the imp is getting another artist on board...2 is better than 1..n 1 is the loneliest number...have you seen it in action though? put w/e i have here in a wad??
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Re: RoE Monster Pack - Doom 3 monsters in Doom 2

Postby Dulle » Thu Oct 16, 2008 12:34 am

Is it possible to do the imp crawling on the walls?
I don't think so.

EDIT : Sabaoth's rotate 3/8 is bit thicker now:
SABAOTH.PNG
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Last edited by Dulle on Thu Oct 16, 2008 12:36 pm, edited 1 time in total.
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Re: RoE Monster Pack - Doom 3 monsters in Doom 2

Postby Ghastly » Thu Oct 16, 2008 11:23 am

Dulle wrote:Sabaoth's rotate 3/5

That's a small problem. If there are only 5 rotations, rather than 8, the claw arm will switch to the other side from certain views because the sprite mirrors. It'd be a large jump in quality if it had all 8 rotations.

Also, I think I just figured out how to code his movement, exactly, since he's constantly moving. I could keep A_Chase("", "") (so it doesn't attack, but moves) in his attack and pain states so he keeps moving, and make him stop for his melee state. One minor problem is if he calls A_FaceTarget in his missile state (for the BFG shot), he might appear to be moving sideways on occasion.
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Re: RoE Monster Pack - Doom 3 monsters in Doom 2

Postby Dulle » Thu Oct 16, 2008 12:37 pm

What would be happen if the sabaoth have "A_Facetarget" when he is moving?
Try he walk there where it's opponent is?
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Re: RoE Monster Pack - Doom 3 monsters in Doom 2

Postby .+:icytux:+. » Thu Oct 16, 2008 12:39 pm

he would just move straight forward against you. nothing bad id say. but it might make him fall of some ledges and so on even tho he shouldnt :P
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Re: RoE Monster Pack - Doom 3 monsters in Doom 2

Postby Ghastly » Thu Oct 16, 2008 12:48 pm

Dulle wrote:What would be happen if the sabaoth have "A_Facetarget" when he is moving?
Try he walk there where it's opponent is?


.+:icytux:+. wrote:he would just move straight forward against you. nothing bad id say. but it might make him fall of some ledges and so on even tho he shouldnt :P


Nope (especially with the falling off ledges, you don't see Imps doing that). A_FaceTarget just makes the actor point at it's target, and doesn't affect A_Chase (which doesn't always move directly to it's target, sometimes it zigzags). For example, the D3 Cacodemon's missile state:
Spoiler:


A_Chase moves the actor the amount in Speed in map pixels every time it's called (it points the direction it's moving, so A_FaceTarget is there with the delay so it'll keep pointing at it's target, but still move). Every once in a while, it'll move sideways or even backwards a little bit because it's moving away from it's target (but still pointing at it with A_FaceTarget). With a flying monsters like the Cacodemon, this isn't that bad, but Sabaoth probably won't look right.

Edit: Also, Icytux, can you put up front, side and back views of Sabaoth for us to use as a reference :D?
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Re: RoE Monster Pack - Doom 3 monsters in Doom 2

Postby .+:icytux:+. » Thu Oct 16, 2008 1:10 pm

Ghastly_dragon wrote:A_FaceTarget just makes the actor point at it's target, and doesn't affect A_Chase


intresting. i always thought Calling A_Facetarget and A_Chase it would move straight forward against you.

i dont see imps doing what!?!?!?
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