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Re: [Project]Hexen II Monsters

Posted: Sat Feb 21, 2009 2:27 pm
by Ghastly
Alright, if you start on that, use the Stone Golem, in the beta, as the base. I recolored all the other golem variants from it (the other variants would be murder, recoloring from each other).

Personally, though, I think the Golems are good enough, and there are other things, like the Fallen Angels, that are more important.

Re: [Project]Hexen II Monsters

Posted: Sat Feb 21, 2009 2:27 pm
by Mr.Green
EDIT : REMOVED

Re: [Project]Hexen II Monsters

Posted: Sat Feb 21, 2009 5:56 pm
by Amuscaria
The recolor looks too yellow, mayes it almost look like a yellowish green. Try a more brown-yellow saturation, since Heretic/Hexen both have that color.

Re: [Project]Hexen II Monsters

Posted: Sun Feb 22, 2009 1:41 pm
by Ghastly
Damn, I wish you were wrong. :lol:

I just tested it out, and it a darker color does look better, so I have to do the recolor again. I'll keep the current one as a Gold Golem, for something, and probably recolor it's jewel/eyes to blue.

Re: [Project]Hexen II Monsters

Posted: Sun Feb 22, 2009 1:55 pm
by oODemonologistOo
That recolor looks too good to be wasted, you're doing the best move by keeping it. Will you add the helmet to them too?

Re: [Project]Hexen II Monsters

Posted: Sun Feb 22, 2009 2:05 pm
by Ghastly
If someone adds the shoulderpads and helmet to the Stone Golem, I'll update all 4 variants, but I think there're a few things more important, than adding a detail like that.

Edit:
Image
Better?

Re: [Project]Hexen II Monsters

Posted: Sun Feb 22, 2009 2:34 pm
by oODemonologistOo
Definitely. It looks much bronzish than it was.

Re: [Project]Hexen II Monsters

Posted: Sun Feb 22, 2009 3:13 pm
by Amuscaria
Ghastly_dragon wrote:If someone adds the shoulderpads and helmet to the Stone Golem, I'll update all 4 variants, but I think there're a few things more important, than adding a detail like that.

Edit:
Image
Better?
much! :D

Re: [Project]Hexen II Monsters

Posted: Sun Feb 22, 2009 4:52 pm
by printz
Characters like the Doom marine or Strife acolyte have some armor that with little modification may resemble plate suitable for golems.

Re: [Project]Hexen II Monsters

Posted: Sun Feb 22, 2009 4:55 pm
by Ghastly
Bronze Golem's done! After I finish the Shadow Wizard, I'll release another beta. :)

Re: [Project]Hexen II Monsters

Posted: Mon Feb 23, 2009 9:12 am
by Tormentor667
Hmm... what engine are you using for your Hexen2 screenshots? I am looking for a good Hexen2 sourceports now for ages :(

Re: [Project]Hexen II Monsters

Posted: Mon Feb 23, 2009 9:24 am
by Ghastly
GL Hexen 2. Looks pretty good, but some of the models in PoP are a little scrambled, though. I'm trying to find a way to fix that.

Re: [Project]Hexen II Monsters

Posted: Mon Feb 23, 2009 10:53 am
by Gez
Tormentor667 wrote:Hmm... what engine are you using for your Hexen2 screenshots? I am looking for a good Hexen2 sourceports now for ages :(
What's the problem with Hammer of Thyrion?

Re: [Project]Hexen II Monsters

Posted: Tue Feb 24, 2009 12:44 am
by leileilol
Ghastly_dragon wrote:GL Hexen 2. Looks pretty good, but some of the models in PoP are a little scrambled, though. I'm trying to find a way to fix that.
nuke your .ms2 files before starting poop

Re: [Project]Hexen II Monsters

Posted: Tue Feb 24, 2009 6:25 am
by Chris
Gez wrote:What's the problem with Hammer of Thyrion?
For me, it doesn't play music in Linux (SDL's MIDI support is broken, and it tries to use analog playback for CD audio, which is not supported on drives these days), and the shadows are all screwy. Not to say other source ports are any better, but that's my main beefs with it.. :P

Oh, and it's sound support in general is completely screwed (it's completely broken if it doesn't get a power-of-two buffer size from the audio backend, which for me requires a direct hardware voice, and that blocks other apps from playing sound). It could use OpenAL instead to avoid those problems..