[MD3] CBMs 3D monsters realm, 4th monster: Tactical Marine

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[MD3] CBMs 3D monsters realm, 4th monster: Tactical Marine

Postby CBM » Tue Sep 29, 2020 10:36 am

Melee Ultramarine Mini pack...

Replaces pinky demon... the monster has the same stats except it has double the health of a regular pinky demon

link:
https://www.dropbox.com/s/denpl8pft6o54 ... e.pk3?dl=0

This small packedge replaces the regular pinky demon with a helmetless ultramarine that wants to punch you in the FACE! For the glory of the emperor...

I plan on released many more mini 3D monster packs like this one... all relevant credits can be seen in a textfile in the archive

pic:
Image

standard comes with 6 different heads... but there are other variants hidden in the pack if needed...

text:
Code: Select allExpand view
eye texture from Procedural Eye Generator - Substance Designer Texture
made by soi on cgtrader

https://www.cgtrader.com/free-3d-models/textures/natural/procedural-eye-generator-substance-designer

================================================================

lizard head from cgtrader made by TheDragonAether

https://www.cgtrader.com/free-3d-models/animals/other/dragon-lowpoly-254355e0-029f-40c9-9911-6cef40263fea

================================================================

skeleton head from revenant model:

04-12-02
================================================================
Model Name              : Revanant
installation directory  : quake3/baseq3/md3_revanant.pk3
Author                  : Alex "Daemon" Wayne         snifter42@hotmail.com
Skin Author       : Jason "DarkHorizon" Sallenbach   dark_horizon_hl@hotmail.com
Website URL      : www.DragonSpyreStudios.com

=================================================================================

sergeant heads and skins from Thug model:

<April 26, 2002>
=================================================================================

Model Name:      Thug

Installation Directory:   baseq3\md3-thug.pk3

Model & Bots Author:   TiCaL - tical@kingpin.com      

Additional Misc. Help:   Syl^cs

<11/16/00>
================================================================
Model Name              : Spacemarine40k
installation directory  : /baseq3/players/spacemarine40k
Author                  : Chris Glenn
Skin Authors       : Chris Glenn - Ultramarines, Blood Angels, Crimson Fists, Dark Angels
                        : Jeremy Bone - Legion of the Damned
Email Address           : alexin@cglenn.com



Model description       : The Space Marines - Created in the distant past through genetic manipulation and arcane science, Space Marines are Humanity's ultimate warriors, dedicated to the defense of the Emperor and the Imperium of Man. A Space Marine army is a compact force of elite warriors each one the equivalent of ten normal men. From the steadfast reliablity of a Space Marine Tactical Squad to the alien-blasting power of the Predator Annihilator Tank, a Space Marine Army is flexible enough to defeat any opponent.

More info about Warhammer 40,000 and Space Marines:
http://www.games-workshop.com/Warhammer40k/40kforces/Space_Marines.html
http://www.games-workshop.com/Warhammer40k/40kintro.html



Other info              : This is my first effort creating Quake 3 Arena players models, and I think it turned out ok. I learned a lot making it and I hope to take that knowledge and make some seriously cool models. One area I had some trouble with was the skinmapping. The mapping itself wasn't bad but the skin layout could have used some more work.
   Another trouble area was the animations. Between lack of experience and fighting with biped (I'm not sure if I can get used to no control curves) the animations we're a little difficult. I learned A LOT in doing these animations. Anyway, this is one area I want to improve on. Basically, I could have redone the animations over and over and they would have been better each time, but I didn't want to work on the same model over and over again. I figured I would release the model as it is and do the next model better.



Credits                 : I used one of Paul Steed's bip files (Keel's I think) as reference for a couple of the animations. The crouch walk in particular was tricky. I didn't copy ANY keys however.
         : I used Doom's Bot as the Space Marine's bot. I changed almost nothing about the bot except for all of the chat lines. I gathered a bunch of wh40k quotes and verbage for the chat lines.
         : Goatman, for showing me the ropes with Q3 specific tools.
         : Mattsterio, for letting us play with his recording equipment for the sounds.

Additional Credits to   : id Software, Games Workshop
         : www.polycount.com - Without this site this model would never have been created. The polycount crew is Bad Ass. And mad props to the message board members, who kept me motivated to finish this.

Thanks to               : Neversoft Entertainment, Skillzilla, Mattsterio, and special thanks to Sarah.
================================================================
* Play Information *

New Sounds              : YES
CTF Skins               : YES
LODs         : YES
BOT Support             : YES

* Construction *
Poly Count              : 1202 polys
Vert Count              : 640 Verts
Skin Count              : 5 DM, 2 CTF
Base                    : new
Editor used             : 3dsmax3.1, Character Studio 2.2, Photoshop 5.5
Build/Animation time    : 3 months on and off


* How to install this model *

 Copy the spacemarine40k.pk3 into your /Quake III Arena/baseq3/ directory.

* Copyright / Permissions *

This model may be freely distributed, provided all contents remain UNALTERED and my credit is maintaned.

QUAKE III Arena(R) and QUAKE II(R) and QUAKE(R) are registered trademarks of id Software, Inc.
SPACE MARINES(R), ULTRAMARINES(R), BLOODANGELS(R), CRIMSONFISTS(R), LEGIONoftheDAMNED(R), DARK ANGELS(R), WARHAMMER40,000(R) are © Copyright Games Workshop Limited 2000. All rights reserved.



decorate:
Code: Select allExpand view
actor ultramarinesergeant : Demon //replaces Demon
{
  Health 300
  SeeSound "umsg/sight"
  AttackSound "umsg/melee"
  PainSound "umsg/pain"
  DeathSound "umsg/death"
  ActiveSound "umsg/active"
  Obituary "%o was bit, ripped and teared to death by a crazy unarmed ultra marine."
  States
  {
  Spawn:
    umsg A 10 a_look
   loop
    See:
    umsg AABBCCDD 2 Fast A_Chase
    Loop
  Melee:
    umsg EF 8 Fast A_FaceTarget
    umsg G 8 Fast A_SargAttack
    Goto See
  Pain:
    umsg H 2 Fast
    umsg H 2 Fast A_Pain
    Goto See
  Death:
    umsg IJ 4
    umsg KLM 4   
    umsg NOP 8 A_Scream
    umsg QRS 4
    umsg TUV 4 A_NoBlocking
    umsg WXY 4
    umsg Z -1
    Stop
  Raise:
    umsg ZYXWVUTSR 5
    umsg QPONMLKJI 5
    Goto See   
  }
}

actor ultramarinesergeant2 : ultramarinesergeant {}
actor ultramarinesergeant3 : ultramarinesergeant {}
actor ultramarinesergeant4 : ultramarinesergeant {}
actor ultramarinesergeant5 : ultramarinesergeant {}
actor ultramarinesergeant6 : ultramarinesergeant {}
actor ultramarine : ultramarinesergeant {}

actor mutatedmarine : ultramarinesergeant {}
actor undeadmarine : ultramarinesergeant {}
actor deathmarine : ultramarinesergeant {}
actor darkangelmarine : ultramarinesergeant {}
actor bloodangelmarine : ultramarinesergeant {}
actor damnedmarine : ultramarinesergeant {}
actor crimsonmarine : ultramarinesergeant {}

actor MeleeMarine : RandomSpawner replaces demon
{
    DropItem "ultramarinesergeant"
    DropItem "ultramarinesergeant2"
   DropItem "ultramarinesergeant3"
    DropItem "ultramarinesergeant4"
   DropItem "ultramarinesergeant5"
    DropItem "ultramarinesergeant6"
   DropItem "undeadmarine"      
}


modeldef:
Code: Select allExpand view
Model ultramarinesergeant
{
   Path "Models\spacemarine"
   Model 0 "sergeant.md3"

   SurfaceSkin 0 0 "Models\spacemarine\default_2.tga"
   SurfaceSkin 0 1 "Models\spacemarine\default_2.tga"
   SurfaceSkin 0 2 "Models\spacemarine\default_2.tga"   
   SurfaceSkin 0 3 "Models\spacemarine\default_1.tga"
   SurfaceSkin 0 4 "Models\spacemarine\head_nikki.tga"
   
   Scale 1.15 1.15 1.15
   offset 1.0 1.0 20.0
   
   // 1 standing
   FrameIndex umsg A 0 0   
   
   // 164-176 walk
   FrameIndex umsg B 0 166   
   FrameIndex umsg C 0 170   
   FrameIndex umsg D 0 175
   
   // 137-139 attack
   FrameIndex umsg E 0 136   
   FrameIndex umsg F 0 137   
   FrameIndex umsg G 0 138
   
   // 34 pain
   FrameIndex umsg H 0 135
   
   // 58-80 death
   FrameIndex umsg I 0 58   
   FrameIndex umsg J 0 59   
   FrameIndex umsg K 0 60
   FrameIndex umsg L 0 61   
   FrameIndex umsg M 0 62   
   FrameIndex umsg N 0 63
   FrameIndex umsg O 0 64   
   FrameIndex umsg P 0 65   
   FrameIndex umsg Q 0 66
   FrameIndex umsg R 0 67   
   FrameIndex umsg S 0 68   
   FrameIndex umsg T 0 69
   FrameIndex umsg U 0 70   
   FrameIndex umsg V 0 71   
   FrameIndex umsg W 0 72
   FrameIndex umsg X 0 73   
   FrameIndex umsg Y 0 74   
   FrameIndex umsg Z 0 79
}

Model ultramarinesergeant2
{
   Path "Models\spacemarine"
   Model 0 "sergeant.md3"

   SurfaceSkin 0 0 "Models\spacemarine\default_2.tga"
   SurfaceSkin 0 1 "Models\spacemarine\default_2.tga"
   SurfaceSkin 0 2 "Models\spacemarine\default_2.tga"   
   SurfaceSkin 0 3 "Models\spacemarine\default_1.tga"
   SurfaceSkin 0 4 "Models\spacemarine\head_blue.tga"
   
   Scale 1.15 1.15 1.15
   offset 1.0 1.0 20.0
   
   // 1 standing
   FrameIndex umsg A 0 0   
   
   // 164-176 walk
   FrameIndex umsg B 0 166   
   FrameIndex umsg C 0 170   
   FrameIndex umsg D 0 175
   
   // 137-139 attack
   FrameIndex umsg E 0 136   
   FrameIndex umsg F 0 137   
   FrameIndex umsg G 0 138
   
   // 34 pain
   FrameIndex umsg H 0 135
   
   // 58-80 death
   FrameIndex umsg I 0 58   
   FrameIndex umsg J 0 59   
   FrameIndex umsg K 0 60
   FrameIndex umsg L 0 61   
   FrameIndex umsg M 0 62   
   FrameIndex umsg N 0 63
   FrameIndex umsg O 0 64   
   FrameIndex umsg P 0 65   
   FrameIndex umsg Q 0 66
   FrameIndex umsg R 0 67   
   FrameIndex umsg S 0 68   
   FrameIndex umsg T 0 69
   FrameIndex umsg U 0 70   
   FrameIndex umsg V 0 71   
   FrameIndex umsg W 0 72
   FrameIndex umsg X 0 73   
   FrameIndex umsg Y 0 74   
   FrameIndex umsg Z 0 79
}

Model ultramarinesergeant3
{
   Path "Models\spacemarine"
   Model 0 "sergeant.md3"

   SurfaceSkin 0 0 "Models\spacemarine\default_2.tga"
   SurfaceSkin 0 1 "Models\spacemarine\default_2.tga"
   SurfaceSkin 0 2 "Models\spacemarine\default_2.tga"   
   SurfaceSkin 0 3 "Models\spacemarine\default_1.tga"
   SurfaceSkin 0 4 "Models\spacemarine\head_dragon.tga"
   
   Scale 1.15 1.15 1.15
   offset 1.0 1.0 20.0
   
   // 1 standing
   FrameIndex umsg A 0 0   
   
   // 164-176 walk
   FrameIndex umsg B 0 166   
   FrameIndex umsg C 0 170   
   FrameIndex umsg D 0 175
   
   // 137-139 attack
   FrameIndex umsg E 0 136   
   FrameIndex umsg F 0 137   
   FrameIndex umsg G 0 138
   
   // 34 pain
   FrameIndex umsg H 0 135
   
   // 58-80 death
   FrameIndex umsg I 0 58   
   FrameIndex umsg J 0 59   
   FrameIndex umsg K 0 60
   FrameIndex umsg L 0 61   
   FrameIndex umsg M 0 62   
   FrameIndex umsg N 0 63
   FrameIndex umsg O 0 64   
   FrameIndex umsg P 0 65   
   FrameIndex umsg Q 0 66
   FrameIndex umsg R 0 67   
   FrameIndex umsg S 0 68   
   FrameIndex umsg T 0 69
   FrameIndex umsg U 0 70   
   FrameIndex umsg V 0 71   
   FrameIndex umsg W 0 72
   FrameIndex umsg X 0 73   
   FrameIndex umsg Y 0 74   
   FrameIndex umsg Z 0 79
}

Model ultramarinesergeant4
{
   Path "Models\spacemarine"
   Model 0 "sergeant.md3"

   SurfaceSkin 0 0 "Models\spacemarine\default_2.tga"
   SurfaceSkin 0 1 "Models\spacemarine\default_2.tga"
   SurfaceSkin 0 2 "Models\spacemarine\default_2.tga"   
   SurfaceSkin 0 3 "Models\spacemarine\default_1.tga"
   SurfaceSkin 0 4 "Models\spacemarine\head_red.tga"
   
   Scale 1.15 1.15 1.15
   offset 1.0 1.0 20.0
   
   // 1 standing
   FrameIndex umsg A 0 0   
   
   // 164-176 walk
   FrameIndex umsg B 0 166   
   FrameIndex umsg C 0 170   
   FrameIndex umsg D 0 175
   
   // 137-139 attack
   FrameIndex umsg E 0 136   
   FrameIndex umsg F 0 137   
   FrameIndex umsg G 0 138
   
   // 34 pain
   FrameIndex umsg H 0 135
   
   // 58-80 death
   FrameIndex umsg I 0 58   
   FrameIndex umsg J 0 59   
   FrameIndex umsg K 0 60
   FrameIndex umsg L 0 61   
   FrameIndex umsg M 0 62   
   FrameIndex umsg N 0 63
   FrameIndex umsg O 0 64   
   FrameIndex umsg P 0 65   
   FrameIndex umsg Q 0 66
   FrameIndex umsg R 0 67   
   FrameIndex umsg S 0 68   
   FrameIndex umsg T 0 69
   FrameIndex umsg U 0 70   
   FrameIndex umsg V 0 71   
   FrameIndex umsg W 0 72
   FrameIndex umsg X 0 73   
   FrameIndex umsg Y 0 74   
   FrameIndex umsg Z 0 79
}

Model ultramarinesergeant5
{
   Path "Models\spacemarine"
   Model 0 "sergeant.md3"

   SurfaceSkin 0 0 "Models\spacemarine\default_2.tga"
   SurfaceSkin 0 1 "Models\spacemarine\default_2.tga"
   SurfaceSkin 0 2 "Models\spacemarine\default_2.tga"   
   SurfaceSkin 0 3 "Models\spacemarine\default_1.tga"
   SurfaceSkin 0 4 "Models\spacemarine\head_thug.tga"
   
   Scale 1.15 1.15 1.15
   offset 1.0 1.0 20.0
   
   // 1 standing
   FrameIndex umsg A 0 0   
   
   // 164-176 walk
   FrameIndex umsg B 0 166   
   FrameIndex umsg C 0 170   
   FrameIndex umsg D 0 175
   
   // 137-139 attack
   FrameIndex umsg E 0 136   
   FrameIndex umsg F 0 137   
   FrameIndex umsg G 0 138
   
   // 34 pain
   FrameIndex umsg H 0 135
   
   // 58-80 death
   FrameIndex umsg I 0 58   
   FrameIndex umsg J 0 59   
   FrameIndex umsg K 0 60
   FrameIndex umsg L 0 61   
   FrameIndex umsg M 0 62   
   FrameIndex umsg N 0 63
   FrameIndex umsg O 0 64   
   FrameIndex umsg P 0 65   
   FrameIndex umsg Q 0 66
   FrameIndex umsg R 0 67   
   FrameIndex umsg S 0 68   
   FrameIndex umsg T 0 69
   FrameIndex umsg U 0 70   
   FrameIndex umsg V 0 71   
   FrameIndex umsg W 0 72
   FrameIndex umsg X 0 73   
   FrameIndex umsg Y 0 74   
   FrameIndex umsg Z 0 79
}

Model ultramarinesergeant6
{
   Path "Models\spacemarine"
   Model 0 "sergeant.md3"

   SurfaceSkin 0 0 "Models\spacemarine\default_2.tga"
   SurfaceSkin 0 1 "Models\spacemarine\default_2.tga"
   SurfaceSkin 0 2 "Models\spacemarine\default_2.tga"   
   SurfaceSkin 0 3 "Models\spacemarine\default_1.tga"
   SurfaceSkin 0 4 "Models\spacemarine\head_yfs.tga"
   
   Scale 1.15 1.15 1.15
   offset 1.0 1.0 20.0
   
   // 1 standing
   FrameIndex umsg A 0 0   
   
   // 164-176 walk
   FrameIndex umsg B 0 166   
   FrameIndex umsg C 0 170   
   FrameIndex umsg D 0 175
   
   // 137-139 attack
   FrameIndex umsg E 0 136   
   FrameIndex umsg F 0 137   
   FrameIndex umsg G 0 138
   
   // 34 pain
   FrameIndex umsg H 0 135
   
   // 58-80 death
   FrameIndex umsg I 0 58   
   FrameIndex umsg J 0 59   
   FrameIndex umsg K 0 60
   FrameIndex umsg L 0 61   
   FrameIndex umsg M 0 62   
   FrameIndex umsg N 0 63
   FrameIndex umsg O 0 64   
   FrameIndex umsg P 0 65   
   FrameIndex umsg Q 0 66
   FrameIndex umsg R 0 67   
   FrameIndex umsg S 0 68   
   FrameIndex umsg T 0 69
   FrameIndex umsg U 0 70   
   FrameIndex umsg V 0 71   
   FrameIndex umsg W 0 72
   FrameIndex umsg X 0 73   
   FrameIndex umsg Y 0 74   
   FrameIndex umsg Z 0 79
}

Model mutatedmarine
{
   Path "Models\spacemarine"
   Model 0 "mutatedmarine.md3"

   SurfaceSkin 0 0 "Models\spacemarine\lotd_2.tga"
   SurfaceSkin 0 1 "Models\spacemarine\lotd_2.tga"
   SurfaceSkin 0 2 "Models\spacemarine\eye.tga"   
   SurfaceSkin 0 3 "Models\spacemarine\lotd_1.tga"
   SurfaceSkin 0 4 "Models\spacemarine\eye.tga"
   SurfaceSkin 0 5 "Models\spacemarine\eye.tga"
   SurfaceSkin 0 6 "Models\spacemarine\eye.tga"
   
   Scale 1.15 1.15 1.15
   offset 1.0 1.0 20.0
   
   
   // 1 standing
   FrameIndex umsg A 0 0   
   
   // 164-176 walk
   FrameIndex umsg B 0 166   
   FrameIndex umsg C 0 170   
   FrameIndex umsg D 0 175
   
   // 137-139 attack
   FrameIndex umsg E 0 136   
   FrameIndex umsg F 0 137   
   FrameIndex umsg G 0 138
   
   // 34 pain
   FrameIndex umsg H 0 135
   
   // 58-80 death
   FrameIndex umsg I 0 58   
   FrameIndex umsg J 0 59   
   FrameIndex umsg K 0 60
   FrameIndex umsg L 0 61   
   FrameIndex umsg M 0 62   
   FrameIndex umsg N 0 63
   FrameIndex umsg O 0 64   
   FrameIndex umsg P 0 65   
   FrameIndex umsg Q 0 66
   FrameIndex umsg R 0 67   
   FrameIndex umsg S 0 68   
   FrameIndex umsg T 0 69
   FrameIndex umsg U 0 70   
   FrameIndex umsg V 0 71   
   FrameIndex umsg W 0 72
   FrameIndex umsg X 0 73   
   FrameIndex umsg Y 0 74   
   FrameIndex umsg Z 0 79
}

Model undeadmarine
{
   Path "Models\spacemarine"
   Model 0 "deadmarine.md3"

   SurfaceSkin 0 0 "Models\spacemarine\default_2.tga"
   SurfaceSkin 0 1 "Models\spacemarine\default_2.tga"
   SurfaceSkin 0 2 "Models\spacemarine\default_2.tga"
   SurfaceSkin 0 3 "Models\spacemarine\default_1.tga"
   SurfaceSkin 0 4 "Models\spacemarine\skull.tga"
   
   Scale 1.15 1.15 1.15
   offset 1.0 1.0 20.0
   
   
   // 1 standing
   FrameIndex umsg A 0 0   
   
   // 164-176 walk
   FrameIndex umsg B 0 166   
   FrameIndex umsg C 0 170   
   FrameIndex umsg D 0 175
   
   // 137-139 attack
   FrameIndex umsg E 0 136   
   FrameIndex umsg F 0 137   
   FrameIndex umsg G 0 138
   
   // 34 pain
   FrameIndex umsg H 0 135
   
   // 58-80 death
   FrameIndex umsg I 0 58   
   FrameIndex umsg J 0 59   
   FrameIndex umsg K 0 60
   FrameIndex umsg L 0 61   
   FrameIndex umsg M 0 62   
   FrameIndex umsg N 0 63
   FrameIndex umsg O 0 64   
   FrameIndex umsg P 0 65   
   FrameIndex umsg Q 0 66
   FrameIndex umsg R 0 67   
   FrameIndex umsg S 0 68   
   FrameIndex umsg T 0 69
   FrameIndex umsg U 0 70   
   FrameIndex umsg V 0 71   
   FrameIndex umsg W 0 72
   FrameIndex umsg X 0 73   
   FrameIndex umsg Y 0 74   
   FrameIndex umsg Z 0 79
}

Model ultramarine
{
   Path "Models\spacemarine"
   Model 0 "spacemarine.md3"

   SurfaceSkin 0 0 "Models\spacemarine\default_2.tga"
   SurfaceSkin 0 1 "Models\spacemarine\default_2.tga"
   SurfaceSkin 0 2 "Models\spacemarine\default_2.tga"   
   SurfaceSkin 0 3 "Models\spacemarine\default_1.tga"
   SurfaceSkin 0 4 "Models\spacemarine\default_2.tga"
   
   Scale 1.15 1.15 1.15
   offset 1.0 1.0 20.0
   
   
   // 1 standing
   FrameIndex umsg A 0 0   
   
   // 164-176 walk
   FrameIndex umsg B 0 166   
   FrameIndex umsg C 0 170   
   FrameIndex umsg D 0 175
   
   // 137-139 attack
   FrameIndex umsg E 0 136   
   FrameIndex umsg F 0 137   
   FrameIndex umsg G 0 138
   
   // 34 pain
   FrameIndex umsg H 0 135
   
   // 58-80 death
   FrameIndex umsg I 0 58   
   FrameIndex umsg J 0 59   
   FrameIndex umsg K 0 60
   FrameIndex umsg L 0 61   
   FrameIndex umsg M 0 62   
   FrameIndex umsg N 0 63
   FrameIndex umsg O 0 64   
   FrameIndex umsg P 0 65   
   FrameIndex umsg Q 0 66
   FrameIndex umsg R 0 67   
   FrameIndex umsg S 0 68   
   FrameIndex umsg T 0 69
   FrameIndex umsg U 0 70   
   FrameIndex umsg V 0 71   
   FrameIndex umsg W 0 72
   FrameIndex umsg X 0 73   
   FrameIndex umsg Y 0 74   
   FrameIndex umsg Z 0 79
}

Model darkangelmarine
{
   Path "Models\spacemarine"
   Model 0 "spacemarine.md3"

   SurfaceSkin 0 0 "Models\spacemarine\darkangel_2.tga"
   SurfaceSkin 0 1 "Models\spacemarine\darkangel_2.tga"
   SurfaceSkin 0 2 "Models\spacemarine\darkangel_2.tga"   
   SurfaceSkin 0 3 "Models\spacemarine\darkangel_1.tga"
   SurfaceSkin 0 4 "Models\spacemarine\darkangel_2.tga"
   
   Scale 1.15 1.15 1.15
   offset 1.0 1.0 20.0
   
   
   // 1 standing
   FrameIndex umsg A 0 0   
   
   // 164-176 walk
   FrameIndex umsg B 0 166   
   FrameIndex umsg C 0 170   
   FrameIndex umsg D 0 175
   
   // 137-139 attack
   FrameIndex umsg E 0 136   
   FrameIndex umsg F 0 137   
   FrameIndex umsg G 0 138
   
   // 34 pain
   FrameIndex umsg H 0 135
   
   // 58-80 death
   FrameIndex umsg I 0 58   
   FrameIndex umsg J 0 59   
   FrameIndex umsg K 0 60
   FrameIndex umsg L 0 61   
   FrameIndex umsg M 0 62   
   FrameIndex umsg N 0 63
   FrameIndex umsg O 0 64   
   FrameIndex umsg P 0 65   
   FrameIndex umsg Q 0 66
   FrameIndex umsg R 0 67   
   FrameIndex umsg S 0 68   
   FrameIndex umsg T 0 69
   FrameIndex umsg U 0 70   
   FrameIndex umsg V 0 71   
   FrameIndex umsg W 0 72
   FrameIndex umsg X 0 73   
   FrameIndex umsg Y 0 74   
   FrameIndex umsg Z 0 79
}

Model bloodangelmarine
{
   Path "Models\spacemarine"
   Model 0 "spacemarine.md3"

   SurfaceSkin 0 0 "Models\spacemarine\red_2.tga"
   SurfaceSkin 0 1 "Models\spacemarine\red_2.tga"
   SurfaceSkin 0 2 "Models\spacemarine\red_2.tga"   
   SurfaceSkin 0 3 "Models\spacemarine\red_1.tga"
   SurfaceSkin 0 4 "Models\spacemarine\red_2.tga"
   
   Scale 1.15 1.15 1.15
   offset 1.0 1.0 20.0
   
   
   // 1 standing
   FrameIndex umsg A 0 0   
   
   // 164-176 walk
   FrameIndex umsg B 0 166   
   FrameIndex umsg C 0 170   
   FrameIndex umsg D 0 175
   
   // 137-139 attack
   FrameIndex umsg E 0 136   
   FrameIndex umsg F 0 137   
   FrameIndex umsg G 0 138
   
   // 34 pain
   FrameIndex umsg H 0 135
   
   // 58-80 death
   FrameIndex umsg I 0 58   
   FrameIndex umsg J 0 59   
   FrameIndex umsg K 0 60
   FrameIndex umsg L 0 61   
   FrameIndex umsg M 0 62   
   FrameIndex umsg N 0 63
   FrameIndex umsg O 0 64   
   FrameIndex umsg P 0 65   
   FrameIndex umsg Q 0 66
   FrameIndex umsg R 0 67   
   FrameIndex umsg S 0 68   
   FrameIndex umsg T 0 69
   FrameIndex umsg U 0 70   
   FrameIndex umsg V 0 71   
   FrameIndex umsg W 0 72
   FrameIndex umsg X 0 73   
   FrameIndex umsg Y 0 74   
   FrameIndex umsg Z 0 79
}

Model damnedmarine
{
   Path "Models\spacemarine"
   Model 0 "spacemarine.md3"

   SurfaceSkin 0 0 "Models\spacemarine\lotd_2.tga"
   SurfaceSkin 0 1 "Models\spacemarine\lotd_2.tga"
   SurfaceSkin 0 2 "Models\spacemarine\lotd_2.tga"   
   SurfaceSkin 0 3 "Models\spacemarine\lotd_1.tga"
   SurfaceSkin 0 4 "Models\spacemarine\lotd_2.tga"
   
   Scale 1.15 1.15 1.15
   offset 1.0 1.0 20.0
   
   
   // 1 standing
   FrameIndex umsg A 0 0   
   
   // 164-176 walk
   FrameIndex umsg B 0 166   
   FrameIndex umsg C 0 170   
   FrameIndex umsg D 0 175
   
   // 137-139 attack
   FrameIndex umsg E 0 136   
   FrameIndex umsg F 0 137   
   FrameIndex umsg G 0 138
   
   // 34 pain
   FrameIndex umsg H 0 135
   
   // 58-80 death
   FrameIndex umsg I 0 58   
   FrameIndex umsg J 0 59   
   FrameIndex umsg K 0 60
   FrameIndex umsg L 0 61   
   FrameIndex umsg M 0 62   
   FrameIndex umsg N 0 63
   FrameIndex umsg O 0 64   
   FrameIndex umsg P 0 65   
   FrameIndex umsg Q 0 66
   FrameIndex umsg R 0 67   
   FrameIndex umsg S 0 68   
   FrameIndex umsg T 0 69
   FrameIndex umsg U 0 70   
   FrameIndex umsg V 0 71   
   FrameIndex umsg W 0 72
   FrameIndex umsg X 0 73   
   FrameIndex umsg Y 0 74   
   FrameIndex umsg Z 0 79
}

Model deathmarine
{
   Path "Models\spacemarine"
   Model 0 "deadmarine.md3"

   SurfaceSkin 0 0 "Models\spacemarine\lotd_2.tga"
   SurfaceSkin 0 1 "Models\spacemarine\lotd_2.tga"
   SurfaceSkin 0 2 "Models\spacemarine\lotd_2.tga"
   SurfaceSkin 0 3 "Models\spacemarine\lotd_1.tga"
   SurfaceSkin 0 4 "Models\spacemarine\skull.tga"
   
   Scale 1.15 1.15 1.15
   offset 1.0 1.0 20.0
   
   
   // 1 standing
   FrameIndex umsg A 0 0   
   
   // 164-176 walk
   FrameIndex umsg B 0 166   
   FrameIndex umsg C 0 170   
   FrameIndex umsg D 0 175
   
   // 137-139 attack
   FrameIndex umsg E 0 136   
   FrameIndex umsg F 0 137   
   FrameIndex umsg G 0 138
   
   // 34 pain
   FrameIndex umsg H 0 135
   
   // 58-80 death
   FrameIndex umsg I 0 58   
   FrameIndex umsg J 0 59   
   FrameIndex umsg K 0 60
   FrameIndex umsg L 0 61   
   FrameIndex umsg M 0 62   
   FrameIndex umsg N 0 63
   FrameIndex umsg O 0 64   
   FrameIndex umsg P 0 65   
   FrameIndex umsg Q 0 66
   FrameIndex umsg R 0 67   
   FrameIndex umsg S 0 68   
   FrameIndex umsg T 0 69
   FrameIndex umsg U 0 70   
   FrameIndex umsg V 0 71   
   FrameIndex umsg W 0 72
   FrameIndex umsg X 0 73   
   FrameIndex umsg Y 0 74   
   FrameIndex umsg Z 0 79
}

Model crimsonmarine
{
   Path "Models\spacemarine"
   Model 0 "spacemarine.md3"

   SurfaceSkin 0 0 "Models\spacemarine\blue_2.tga"
   SurfaceSkin 0 1 "Models\spacemarine\blue_2.tga"
   SurfaceSkin 0 2 "Models\spacemarine\blue_2.tga"   
   SurfaceSkin 0 3 "Models\spacemarine\blue_1.tga"
   SurfaceSkin 0 4 "Models\spacemarine\blue_2.tga"
   
   Scale 1.15 1.15 1.15
   offset 1.0 1.0 20.0
     
   // 1 standing
   FrameIndex umsg A 0 0   
   
   // 164-176 walk
   FrameIndex umsg B 0 166   
   FrameIndex umsg C 0 170   
   FrameIndex umsg D 0 175
   
   // 137-139 attack
   FrameIndex umsg E 0 136   
   FrameIndex umsg F 0 137   
   FrameIndex umsg G 0 138
   
   // 34 pain
   FrameIndex umsg H 0 135
   
   // 58-80 death
   FrameIndex umsg I 0 58   
   FrameIndex umsg J 0 59   
   FrameIndex umsg K 0 60
   FrameIndex umsg L 0 61   
   FrameIndex umsg M 0 62   
   FrameIndex umsg N 0 63
   FrameIndex umsg O 0 64   
   FrameIndex umsg P 0 65   
   FrameIndex umsg Q 0 66
   FrameIndex umsg R 0 67   
   FrameIndex umsg S 0 68   
   FrameIndex umsg T 0 69
   FrameIndex umsg U 0 70   
   FrameIndex umsg V 0 71   
   FrameIndex umsg W 0 72
   FrameIndex umsg X 0 73   
   FrameIndex umsg Y 0 74   
   FrameIndex umsg Z 0 79
}


sounds:
Code: Select allExpand view
$random umsg/death       { umsg/death1
              umsg/death2
              umsg/death3
              umsg/death4 }
             
umsg/death1           USMGDIE1 
umsg/death2          USMGDIE2
umsg/death3          USMGDIE3
umsg/death4          USMGDIE4

$random umsg/pain       { umsg/pain1
              umsg/pain2
              umsg/pain3
              umsg/pain4 }
             
umsg/pain1        USMGHIT1 
umsg/pain2          USMGHIT2
umsg/pain3          USMGHIT3
umsg/pain4          USMGHIT4

umsg/sight          USMGSEE

$random umsg/active       { umsg/act1
              umsg/act2 }
             
umsg/act1            USMGACT1 
umsg/act2          USMGACT2

$random umsg/attack       { umsg/att1
              umsg/att2 }
             
umsg/att1            USMGATT1 
umsg/att2          USMGATT2
Last edited by CBM on Sun Oct 04, 2020 11:45 am, edited 4 times in total.
User avatar
CBM
Imp Slayer
 
Joined: 09 Oct 2019
Location: The Shores of Hell
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: Yes (Using Development/Testing Version)
Graphics Processor: nVidia with Vulkan support

Re: CBMs 3D monsters realm - First monster ... Melee marine

Postby CBM » Wed Sep 30, 2020 4:05 am

heroes/player classes planned:

Neo - from the matrix
Lara Croft - from Tomb Raider
Captain Kathryn Janeway - from Star Trek (perhaps even with an optional generic "away team" to spawn on some maps)
Judge Dredd (from Judge Dredd)
Caleb - from Blood
Duke Nukeem (from Duke)

mainly because those would make much more sense as player models/classes than as monsters

other candidates for heroes/player classes

doomguy
quakeguy
lobo
spiderman
ironhide from transformers
batman the dark knight
cobra the vigilantee
police officer
cat woman
r2d2
mr miyako
ripley from aliens
robocop
final fantasy 7 cloud strife

candidates for monsters

imperial stormtrooper
ed209
eldar wraith guard
eldar warp spider
space troll
skynet systems T-800 terminator
various zombies
various knights
goblin
attorney
baroness (cobra intel officer)
thugs
giant bug
giant spider
starcraft zerg monsters
dalek
dungeon keeper 2 mistress
gargoyle
ork
wraith
hydra/naga/alien/mutant type monster
giant mantis
medusa
bloodseeker
some kind of librarian space marine

candidates for boss monsters

the green goblin
hayley quinn
the joker
darth vader
dath maul
boba fett
dungeon keeper 2 reaper
MEGA TRON - leader of the decepticons
starscream - 2nd in command of the decepticons
cobra commander from G.I. Joe

candidates for npcs

jar jar binks/gungangs
some kind of sports fan
cow
bull
squid + various other sea creatures
centaur

vehicle candidates

hydralic loader from alien
Last edited by CBM on Sat Oct 03, 2020 11:18 pm, edited 1 time in total.
User avatar
CBM
Imp Slayer
 
Joined: 09 Oct 2019
Location: The Shores of Hell
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: Yes (Using Development/Testing Version)
Graphics Processor: nVidia with Vulkan support

SECOND MINI PACK - Dreadnought Ultramarine Mini pack...

Postby CBM » Thu Oct 01, 2020 7:20 am

SECOND MINI PACK

Dreadnought Ultramarine Mini pack...

HELLFIRE VARIANT

Hellfire Dreadnoughts have foregone the use of their Dreadnought Close Combat Weapons and their arms are replaced with heavy weapons

https://wh40k.lexicanum.com/wiki/Hellfire_Dreadnought

general info on dreadnoughts:
https://wh40k.lexicanum.com/wiki/Space_ ... readnought

Replaces spider mastermind demon... the monster has the same stats as a cyberdemon except it has double the minigun of a regular spider mastermind demon
Standard spider mastermind attack sound is used.

I have made
ultramarines, bloodangels, darkangels, space wolves, blood, sith, skull, pirates, khorne and nazi skins

and the original author of the quake 2 model, made the default 1, default 2 and dead skins

link:
https://www.dropbox.com/s/4fgbw4jq2l3vb ... t.pk3?dl=0

This small packedge replaces the regular spider mastermind demon with an ultramarine dreadnought that wants gun you down! For the glory of the emperor...

pics:
Image Image

text:
Code: Select allExpand view
6/05/99
================================================================
Model Name              : DEVASTATOR

installation directory  : quake2/baseq2/players/devastator

Author                  : SlapHappy (aka Chris Kelly)

Skin Author       : SlapHappy (aka Chris Kelly)

Email Address           : kuo2@rcn.com

Model description       : The DEVASTATOR (as it's called) is an armored heavy weapon support vechical. Used primarially in small Space Marine assault forces, quick and easy to deploy behind enemy lines even in the most confineing of battlegrounds (space stations, within enemy fortress, etc)

This model was designed for the DEVASTATION QUAKE dm mod! Look for it! (coming soon)

Other info              : Check out the DEVASTATION mod!! (coming soon)

Additional Credits to   : id Software (of course), all the great folks at Q2PMP for maintaining an invaluable resource,

This model's look is adapted from Games Workshop Space Marine Dreadnought of WarHammer 40K

Thanks to               : Michael "Mag" Mellor, Paul Steed, Conor O' Cane,Devin Kelly, James Lee, The QTiP guys: (Darin Petersen, Mike Cronin, Ben Throop), all the developers out there with tutorials on their websites

================================================================
* Play Information *

New Sounds              : YES -mostly adaptions of the cyborg and monster bosses

CTF Skins               : NO -but I welcome anyone who wants to take it on,
            just be sure send me one ;)

VWEP Support            : NO -check out the DEVASTATION mod for Q2 to see what those big guns can really do!

* Construction *

Poly Count              : 592 polys

Vert Count              : 553 Verts

Skin Count              : 2 skins - regular and a damaged skin

Base                    : Brand Stinking NEW model by yours truly

Editor used             : 3DStudio MAX v.2.5 with the QTiP plugin, Adobe Photoshop, Paint Shop Pro, Npherno's Skin Tool, Quake2 Model Editor

Known Bugs              : none

Build/Animation time    : forever...it seemed -it's my 1st one give me a break ;P

* How to use this model *

Simply extract it into your Quake2/baseq2/players directory. Have FUN!

But if you REALLY wanna kick ass with this model get the DEVASTATION Quake dm mod (it's what the model was designed for).

* Copyright / Permissions *

QUAKE(R) and QUAKE II(R) are registered trademarks of id Software, Inc.


decorate:
Code: Select allExpand view

actor ultramarinedreadnought : SpiderMastermind replaces SpiderMastermind
{
  Health 4000
  Radius 40
  Height 110
  Mass 1000
  Speed 16
  PainChance 20
  Monster
  MinMissileChance 160
  +BOSS
  +MISSILEMORE
  +FLOORCLIP
  +NORADIUSDMG
  +DONTMORPH
  +BOSSDEATH 
  SeeSound "umdn/sight"
  PainSound "umdn/pain"
  DeathSound "umdn/death"
  ActiveSound "umdn/active"
  AttackSound "spider/attack"
  Obituary "%o was gunned down, ripped and teared to death by a ultra marine dreadnought."
  States
  {
  Spawn:
    UMDN ABC 10 A_Look
    Loop
  See:
    UMDN DE 3 A_Hoof
    UMDN FG 3 A_Chase
    UMDN HI 3 A_Metal
    UMDN J 3 A_Chase
    Loop
  Missile:
    UMDN K 1 A_FaceTarget
    UMDN L 1 A_SPosAttackUseAtkSound
    UMDN M 1 A_SPosAttackUseAtkSound
    UMDN N 1 A_SpidRefire
    UMDN O 1 A_FaceTarget
    UMDN P 1 A_SPosAttackUseAtkSound
    UMDN R 1 A_SPosAttackUseAtkSound
    UMDN S 1 A_SpidRefire
    Goto Missile+1   
  Pain:
    UMDN T 10 A_Pain
    Goto See
  Death:
    UMDN U 10 A_Scream
    UMDN V 10
    UMDN X 10
    UMDN Y 10 A_NoBlocking
    UMDN X -1 A_BossDeath
    Stop
  }
}



modeldef:
Code: Select allExpand view

Model ultramarinedreadnought
{
   Path "Models\smdreadnought"
   Model 0 "smdreadnought.md3"

   SurfaceSkin 0 0 "Models\smdreadnought\ultramarines.png"
   
   Scale 1.15 1.15 1.15
   offset 1.0 1.0 1.0
   
   //idle
   FrameIndex umdn A 0 4   
   FrameIndex umdn B 0 5   
   FrameIndex umdn C 0 6
   
   //move
   FrameIndex umdn D 0 23
   FrameIndex umdn E 0 24   
   FrameIndex umdn F 0 25   
   FrameIndex umdn G 0 26
   FrameIndex umdn H 0 27
   FrameIndex umdn I 0 28   
   FrameIndex umdn J 0 29   
   
   //attack
   FrameIndex umdn K 0 164
   FrameIndex umdn L 0 165   
   FrameIndex umdn M 0 166   
   FrameIndex umdn N 0 167
   FrameIndex umdn O 0 168   
   FrameIndex umdn P 0 169   
   FrameIndex umdn Q 0 170
   FrameIndex umdn R 0 171   
   FrameIndex umdn S 0 172
   
   //death
   FrameIndex umdn T 0 54
   FrameIndex umdn U 0 55   
   FrameIndex umdn V 0 56   
   FrameIndex umdn W 0 57
   FrameIndex umdn X 0 58   
   FrameIndex umdn Y 0 59   
   FrameIndex umdn Z 0 41
}



sounds:
Code: Select allExpand view
$random UMDN/death       { UMDN/death1
              UMDN/death2
              UMDN/death3 }
             
UMDN/death1           UMDNDIE1 
UMDN/death2          UMDNDIE2
UMDN/death3          UMDNDIE3

$random UMDN/pain       { UMDN/pain1
              UMDN/pain2
              UMDN/pain3
              UMDN/pain4
              UMDN/pain5
              UMDN/pain6
              UMDN/pain7             
              UMDN/pain8 }
             
UMDN/pain1        UMDNHIT1 
UMDN/pain2          UMDNHIT2
UMDN/pain3          UMDNHIT3
UMDN/pain4          UMDNHIT4
UMDN/pain5        UMDNHIT5 
UMDN/pain6          UMDNHIT6
UMDN/pain7          UMDNHIT7
UMDN/pain8          UMDNHIT8

UMDN/sight          UMDNSEE

$random UMDN/active       { UMDN/act1
              UMDN/act2 }
             
UMDN/act1            UMDNACT1 
UMDN/act2          UMDNACT2



Image

---

okay.. so just downloaded a ton of half life 1 mods and ALL models from those are easily converted to md3 using noesis and looks so cool in GZDoom... I now have... an....insane... amount.... of 3D models to play with.... this is going to be f*cking EPIC! :D :D :D
User avatar
CBM
Imp Slayer
 
Joined: 09 Oct 2019
Location: The Shores of Hell
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: Yes (Using Development/Testing Version)
Graphics Processor: nVidia with Vulkan support

Re: CBMs 3D monsters realm, NEW monster: Ultramarine DREADNO

Postby CBM » Thu Oct 01, 2020 9:59 pm

I've begun to experiment with making my own 3D monsters as well...

concepts..

floating eye
meat blob with animated eyes
cubes
devilhorn trees inspired by shadow of the beast
phasing eye inspired by shadow of the beast

next up... space marine terminator
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CBM
Imp Slayer
 
Joined: 09 Oct 2019
Location: The Shores of Hell
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: Yes (Using Development/Testing Version)
Graphics Processor: nVidia with Vulkan support

Re: CBMs 3D monsters realm, NEW monster: Terminator marine

Postby CBM » Fri Oct 02, 2020 9:19 am

now.. we have a space marine terminator.... ultra marines terminator to be precise

he will shoot you at a distance and headbutt you plus punch you in the face when standing up close..

replaces the arachnotron but is actually more like a revenant that uses a hitscan chaingun instead

hp 300

sounds ... same as the regular space marine, I did a bunch of skins for him... ultramarine is default

text, modeldef etc... just open the pk3 file that is located here...
https://www.dropbox.com/s/f33pwrz0h7tzl ... r.pk3?dl=0

this guy was a royal pain in the behind to get working as I wanted him to

pics

Image
terminator... yo, you want some of this?

Image
do ya?

Image
come get some...

Image
this fist is awesome..

Image
and this gun is hardcore...

Image
now take a REAL close look at my stormbolter.... real close...

Image
and now my powerfist wants to punch you in the FACE! For the glory of the emperor...
you even get free headbutts as well...
User avatar
CBM
Imp Slayer
 
Joined: 09 Oct 2019
Location: The Shores of Hell
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: Yes (Using Development/Testing Version)
Graphics Processor: nVidia with Vulkan support

Re: CBMs 3D monsters realm, 3rd monster: Ultramarine TERMINA

Postby CBM » Sun Oct 04, 2020 3:49 am

status - mini packs

wh40k

completed:
ultra marine dreadnought
ultra marine melee marine
ultra marine terminator

soon completed:
ultra marine devestator marine (armed with missilelauncher) - the regular helmet wearing marine plus gun
ultra marine devestator marine (armed with sniperrifle) - the regular helmet wearing marine plus gun
ultra marine devestator marine (armed with m.melta) - the regular helmet wearing marine plus gun
ultra marine devestator marine (armed with autocannon) - the regular helmet wearing marine plus gun
ultra marine devestator marine (armed with h.bolter) - the regular helmet wearing marine plus gun
ultra marine devestator marine (armed with h.plasma/p.cannon) - the regular helmet wearing marine plus gun
ultra marine devestator marine (armed with lascannon) - the regular helmet wearing marine plus gun
ultra marine tactical marine (armed with a bolter) - the regular helmet wearing marine needs a boltgun done
goblin wizard/grot psyker/gretchin warphead - only needs a 3d model for the imp shot done
ultra marines librarian - only needs a magic spell and the z doom config files done
grot spider rider with big gun - only needs the zdoom config files done
ork meganob - needs the final 3d work done and needs the zdoom config files done

in development:
ultra marine sergeant
ork mecha
nurgle plague marine
nurgle plague zombie
chaos cultist
jumppack marine
jumppack chaos marine
ork storm nob (jumppack)
ork warrior
ork loota nob
goblin warrior
goblin bannerbearer
eldar warpspider
eldar wraithspider
chaos marine
chaos sorceror
ogryn
tyranid hive tyrant
tau fire warrior
mutated space marine
mutated chaos marine
mutant
chaos spawn
undead space marine
undead chaos marine
chaos runic marines
chaos masterblaster marine (sonic weapons)
goff rocker space ork (sonic weapons)
chaos terminator
chaos deamon prince
ork warboss
goblin trak bike
necron warrior
necron lord
necron triarch stalker
necron undead
necron doom scythe
necron monolith
bloodletter
nurgle drone

planned:
ultra marines commander
khorne chaos ork warrior
khorne chaos ork nob
ork regular nob
goblin soldier
chaos sorceror
pink horror
blue horror
tyranid warrior
ultra marine imperial predator tank
ultra marine imperial rhino tank
ultra marine landspeeder
imperial leman russ battle tank
imperial hellhound
imperial chimera
tau hammerhead
tau devilfish
tau battlesuit
ultra marine imperial repulser grav tank
heavy bolter team imperial guard
mortar team imperial guard
autocannon team imperial guard
lascannon team imperial guard
ultra marine thunderhawk
imperial valkyrie
imperial sky talon
imperial basilisk
imperial griffon
ultra marine imperial predator annihillator
imperial leman russ demolisher
imperial earthshaker cannon
ultra marine imperial predator Destructor tank
ultra marine imperial baal predator tank
ultra marine imperial warhound titan
ultra marine imperial Deimos Destructor predator tank
ultra marine imperial Deimos annihillator predator tank
ultra marine imperial predator Executioner tank
ultra marine imperial predator Infernus tank
imperial leman russ vanquisher tank
imperial leman russ conqueror tank
imperial leman russ exterminator tank
imperial leman russ annihillator tank
imperial leman russ executioner tank
imperial leman russ punisher tank
ORK LOOTED imperial leman russ battle tank
ork warbuggy
ork warbike (made the 3d model myself long ago)
ork wartrukk (made the 3d model myself long ago)
ork battlewagon (made the 3d model myself long ago)
ork bonebreaka tank
ork bonecrunsha tank
ork lungbursta tank
ork braincrusha tank
ork bowelburna tank
ork gobsmasha tank
ork gunwagon tank
ork guntrukk
ork gutrippa tank
ork spleenrippa tank
ork dreadnought
ork killa kan
ork lobba with goblin crew
ork heavy weapon team (bloodaxe orks with imperial guard support weapons)
rubic chaos marine
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CBM
Imp Slayer
 
Joined: 09 Oct 2019
Location: The Shores of Hell
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: Yes (Using Development/Testing Version)
Graphics Processor: nVidia with Vulkan support

fourth MINI PACK - Tactical Ultramarine Mini pack...

Postby CBM » Sun Oct 04, 2020 11:19 am

4th MINI PACK

Tactical Marine Ultramarine Mini pack...

Replaces chaingunguy... the monster has the same stats as a chaingunguy except it has 300 health (represents the powerarmour).

ultramarines (default skin), bloodangels, darkangels, crimson fists and legion of the damned skins are available

link:
https://www.dropbox.com/s/m32slzkg9cftd ... l.pk3?dl=0

video (YouTUBE video of the new monster in action in GZDoom):
https://www.youtube.com/watch?v=hqlzDpG ... e=youtu.be

This small packedge replaces the regular chaingunguy with an ultramarine that wants to gun you in down at a distance or in the FACE! For the glory of the emperor... (Hitscan enemy)

pics:
Image Image Image
Image Image Image

text:
Code: Select allExpand view
<11/16/00>
================================================================
Model Name              : Spacemarine40k
installation directory  : /baseq3/players/spacemarine40k
Author                  : Chris Glenn
Skin Authors       : Chris Glenn - Ultramarines, Blood Angels, Crimson Fists, Dark Angels
                        : Jeremy Bone - Legion of the Damned
Email Address           : alexin@cglenn.com



Model description       : The Space Marines - Created in the distant past through genetic manipulation and arcane science, Space Marines are Humanity's ultimate warriors, dedicated to the defense of the Emperor and the Imperium of Man. A Space Marine army is a compact force of elite warriors each one the equivalent of ten normal men. From the steadfast reliablity of a Space Marine Tactical Squad to the alien-blasting power of the Predator Annihilator Tank, a Space Marine Army is flexible enough to defeat any opponent.

More info about Warhammer 40,000 and Space Marines:
http://www.games-workshop.com/Warhammer40k/40kforces/Space_Marines.html
http://www.games-workshop.com/Warhammer40k/40kintro.html



Other info              : This is my first effort creating Quake 3 Arena players models, and I think it turned out ok. I learned a lot making it and I hope to take that knowledge and make some seriously cool models. One area I had some trouble with was the skinmapping. The mapping itself wasn't bad but the skin layout could have used some more work.
   Another trouble area was the animations. Between lack of experience and fighting with biped (I'm not sure if I can get used to no control curves) the animations we're a little difficult. I learned A LOT in doing these animations. Anyway, this is one area I want to improve on. Basically, I could have redone the animations over and over and they would have been better each time, but I didn't want to work on the same model over and over again. I figured I would release the model as it is and do the next model better.



Credits                 : I used one of Paul Steed's bip files (Keel's I think) as reference for a couple of the animations. The crouch walk in particular was tricky. I didn't copy ANY keys however.
         : I used Doom's Bot as the Space Marine's bot. I changed almost nothing about the bot except for all of the chat lines. I gathered a bunch of wh40k quotes and verbage for the chat lines.
         : Goatman, for showing me the ropes with Q3 specific tools.
         : Mattsterio, for letting us play with his recording equipment for the sounds.

Additional Credits to   : id Software, Games Workshop
         : www.polycount.com - Without this site this model would never have been created. The polycount crew is Bad Ass. And mad props to the message board members, who kept me motivated to finish this.

Thanks to               : Neversoft Entertainment, Skillzilla, Mattsterio, and special thanks to Sarah.
================================================================
* Play Information *

New Sounds              : YES
CTF Skins               : YES
LODs         : YES
BOT Support             : YES

* Construction *
Poly Count              : 1202 polys
Vert Count              : 640 Verts
Skin Count              : 5 DM, 2 CTF
Base                    : new
Editor used             : 3dsmax3.1, Character Studio 2.2, Photoshop 5.5
Build/Animation time    : 3 months on and off


* How to install this model *

 Copy the spacemarine40k.pk3 into your /Quake III Arena/baseq3/ directory.

* Copyright / Permissions *

This model may be freely distributed, provided all contents remain UNALTERED and my credit is maintaned.

QUAKE III Arena(R) and QUAKE II(R) and QUAKE(R) are registered trademarks of id Software, Inc.
SPACE MARINES(R), ULTRAMARINES(R), BLOODANGELS(R), CRIMSONFISTS(R), LEGIONoftheDAMNED(R), DARK ANGELS(R), WARHAMMER40,000(R) are © Copyright Games Workshop Limited 2000. All rights reserved.


decorate:
Code: Select allExpand view

actor ultramarinetactical : ChaingunGuy replaces ChaingunGuy
{
  Health 300
  SeeSound "umsg/sight"
  PainSound "umsg/pain"
  DeathSound "umsg/death"
  ActiveSound "umsg/active"
  DropItem "Backpack"
 Obituary "%o was shot, ripped and teared to death by a tactical ultra marine."
  States
  {
  Spawn:
    umtm A 10 a_look
   loop
    See:
    umtm AABBCCDD 2 Fast A_Chase
    Loop
  Melee:
  Missile:
   umtm E 1 A_FaceTarget   
   umtm F 1 BRIGHT A_CPosAttack
   umtm G 1 A_FaceTarget   
   umtm F 1 BRIGHT A_CPosAttack
   umtm E 1 A_FaceTarget   
   umtm F 1 BRIGHT A_CPosAttack
   umtm G 1 A_FaceTarget   
   umtm F 1 BRIGHT A_CPosAttack
   umtm E 1 A_FaceTarget   
   umtm F 1 BRIGHT A_CPosAttack
   umtm G 1 A_FaceTarget   
   umtm F 1 BRIGHT A_CPosAttack
   umtm E 1 A_FaceTarget   
   umtm F 1 BRIGHT A_CPosAttack
   umtm G 1 A_FaceTarget   
   umtm F 1 BRIGHT A_CPosAttack
   umtm E 1 A_FaceTarget   
   umtm F 1 BRIGHT A_CPosAttack
   umtm G 1 A_FaceTarget   
   umtm F 1 BRIGHT A_CPosAttack
   umtm E 1 A_FaceTarget   
   umtm G 1 BRIGHT A_CPosAttack   
   Goto See
  Pain:
    umtm H 2 Fast
    umtm H 2 Fast A_Pain
    Goto See
  Death:
    umtm IJ 4
    umtm KLM 4   
    umtm NOP 8 A_Scream
    umtm QRS 4
    umtm TUV 4 A_NoBlocking
    umtm WXY 4
    umtm Z -1
    Stop
  Raise:
    umtm ZYXWVUTSR 5
    umtm QPONMLKJI 5
    Goto See   
  }
}



modeldef:
Code: Select allExpand view

Model ultramarinetactical
{
   Path "Models\spacemarine"
   Model 0 "tacticalmarine.md3"

   SurfaceSkin 0 0 "Models\spacemarine\default_2.tga"
   SurfaceSkin 0 1 "Models\spacemarine\default_2.tga"
   SurfaceSkin 0 2 "Models\spacemarine\default_2.tga"   
   SurfaceSkin 0 3 "Models\spacemarine\default_1.tga"
   SurfaceSkin 0 4 "Models\spacemarine\default_2.tga"
   SurfaceSkin 0 5 "Models\spacemarine\bolter.tga"
   SurfaceSkin 0 6 "Models\spacemarine\fire.tga"
   
   Scale 1.15 1.15 1.15
   offset 1.0 1.0 1.0
   
   // 1 standing
   FrameIndex umtm A 0 0   
   
   // 164-176 walk
   FrameIndex umtm B 0 166   
   FrameIndex umtm C 0 170   
   FrameIndex umtm D 0 175
   
   // 137-139 attack
   FrameIndex umtm E 0 134   
   FrameIndex umtm F 0 272   
   FrameIndex umtm G 0 138
   
   // 34 pain
   FrameIndex umtm H 0 135
   
   // 58-80 death
   FrameIndex umtm I 0 58   
   FrameIndex umtm J 0 59   
   FrameIndex umtm K 0 60
   FrameIndex umtm L 0 61   
   FrameIndex umtm M 0 62   
   FrameIndex umtm N 0 63
   FrameIndex umtm O 0 64   
   FrameIndex umtm P 0 65   
   FrameIndex umtm Q 0 66
   FrameIndex umtm R 0 67   
   FrameIndex umtm S 0 68   
   FrameIndex umtm T 0 69
   FrameIndex umtm U 0 70   
   FrameIndex umtm V 0 71   
   FrameIndex umtm W 0 72
   FrameIndex umtm X 0 73   
   FrameIndex umtm Y 0 74   
   FrameIndex umtm Z 0 79
}



sounds:
Code: Select allExpand view
$random umsg/death       { umsg/death1
              umsg/death2
              umsg/death3
              umsg/death4 }
             
umsg/death1           USMGDIE1 
umsg/death2          USMGDIE2
umsg/death3          USMGDIE3
umsg/death4          USMGDIE4

$random umsg/pain       { umsg/pain1
              umsg/pain2
              umsg/pain3
              umsg/pain4 }
             
umsg/pain1        USMGHIT1 
umsg/pain2          USMGHIT2
umsg/pain3          USMGHIT3
umsg/pain4          USMGHIT4

umsg/sight          USMGSEE

$random umsg/active       { umsg/act1
              umsg/act2 }
             
umsg/act1            USMGACT1 
umsg/act2          USMGACT2

$random umsg/attack       { umsg/att1
              umsg/att2 }
             
umsg/att1            USMGATT1 
umsg/att2          USMGATT2

User avatar
CBM
Imp Slayer
 
Joined: 09 Oct 2019
Location: The Shores of Hell
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: Yes (Using Development/Testing Version)
Graphics Processor: nVidia with Vulkan support

[MD3] CBMs 3D mad science monsters, 4th: Tactical Marine

Postby CBM » Mon Oct 05, 2020 6:19 am

thinking about doing a complete monster replacement traitor dark angels pack...

keen: hanging corpse
icon: sacrificial altar
painelemental: dark angel assault jump pack marine
archvile: dark angel devastator lascannon
wolfenstein: dark angel devastator heavy bolter
cacodemon: dark angels landspeeder
mancubus: dark angel devastator multi-melta
spider/arachnotron: dark angel devastator autocannon
lost soul: servo skull
revenant: dark angel terminator with powerfist and stormbolter
cyberdemon: dark angel hellfire dreadnought
imp: dark angel librarian
hell baron: dark angel devastator plasmacannon
hell knight: dark angel devastator missile launcher
chaingunguy: dark angel tactical boltgun
shotgunguy: dark angel scout shotgun
zombie: dark angel scout sniper
demon: dark angel mutated marine
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CBM
Imp Slayer
 
Joined: 09 Oct 2019
Location: The Shores of Hell
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: Yes (Using Development/Testing Version)
Graphics Processor: nVidia with Vulkan support

Re: [MD3] CBMs 3D monsters realm, 4th monster: Tactical Mari

Postby CBM » Tue Oct 06, 2020 1:55 pm

working on trying to have 3d animated driveable vehicles...

first step... importing civilian cars that are already animated and then use the whole transform player thing that I still need to learn how to use....

hoping to also figure out how to use this to add flying vehicles, like a helicopter... ie... an already animated helicopter... same as the car except I would also need to figure out how to apply the 6 degrees freedom of movement system on JUST the helicopter, so helicopters will be step two... once civilian cars are working
User avatar
CBM
Imp Slayer
 
Joined: 09 Oct 2019
Location: The Shores of Hell
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: Yes (Using Development/Testing Version)
Graphics Processor: nVidia with Vulkan support

Re: [MD3] CBMs 3D monsters realm, 4th monster: Tactical Mari

Postby CBM » Sat Oct 17, 2020 3:47 pm

ok, so started a joke monster wad as well... due to .. recent interaction on another forum :D

members so far...

Image
Image
Image

and the corona macro virus monster
User avatar
CBM
Imp Slayer
 
Joined: 09 Oct 2019
Location: The Shores of Hell
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: Yes (Using Development/Testing Version)
Graphics Processor: nVidia with Vulkan support


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