Reincarnation of Evil - Remaking Doom 3/4 Content in 2
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Re: RoE Monster Pack - Doom 3 monsters in Doom 2
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?
Someone can show pic of it or something like that?
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Re: RoE Monster Pack - Doom 3 monsters in Doom 2
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.
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
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
Now there's more sab sprites:
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Re: RoE Monster Pack - Doom 3 monsters in Doom 2
I think the 3rd rotation should be a little thicker. Anyone (Icytux? ) want to put up a side-view screenshot of Sabaoth?
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Re: RoE Monster Pack - Doom 3 monsters in Doom 2
sure why not i would like to see what you can do...if its good i guess both gets cred lolDulle wrote:Can I continue the imp?przndoom wrote: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.
-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.
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? ) 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
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
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).przndoom wrote:ill still have trouble with the leap/crawl
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Re: RoE Monster Pack - Doom 3 monsters in Doom 2
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
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:
I don't think so.
EDIT : Sabaoth's rotate 3/8 is bit thicker now:
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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
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.Dulle wrote:Sabaoth's rotate 3/5
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
What would be happen if the sabaoth have "A_Facetarget" when he is moving?
Try he walk there where it's opponent is?
Try he walk there where it's opponent is?
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Re: RoE Monster Pack - Doom 3 monsters in Doom 2
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
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Re: RoE Monster Pack - Doom 3 monsters in Doom 2
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?
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:.+: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
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 ?
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Re: RoE Monster Pack - Doom 3 monsters in Doom 2
intresting. i always thought Calling A_Facetarget and A_Chase it would move straight forward against you.Ghastly_dragon wrote:A_FaceTarget just makes the actor point at it's target, and doesn't affect A_Chase
i dont see imps doing what!?!?!?