[Project]Hexen II Monsters
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
-
- ... in rememberance ...
- Posts: 6109
- Joined: Fri Jul 06, 2007 2:34 pm
Re: [Project]Hexen II Monsters
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.
Personally, though, I think the Golems are good enough, and there are other things, like the Fallen Angels, that are more important.
Last edited by Ghastly on Sat Feb 21, 2009 2:29 pm, edited 1 time in total.
-
- Posts: 518
- Joined: Mon Jan 05, 2009 2:28 am
- Location: Mexico
Re: [Project]Hexen II Monsters
EDIT : REMOVED
Last edited by Mr.Green on Wed Feb 25, 2009 9:45 am, edited 1 time in total.
-
- Posts: 6634
- Joined: Mon Jul 26, 2004 12:59 pm
- Location: Growing from mycelium near you.
Re: [Project]Hexen II Monsters
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.
-
- ... in rememberance ...
- Posts: 6109
- Joined: Fri Jul 06, 2007 2:34 pm
Re: [Project]Hexen II Monsters
Damn, I wish you were wrong.
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.
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.
-
- Posts: 318
- Joined: Tue Jul 17, 2007 10:30 am
- Location: one of the labs of hell
Re: [Project]Hexen II Monsters
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?
-
- ... in rememberance ...
- Posts: 6109
- Joined: Fri Jul 06, 2007 2:34 pm
Re: [Project]Hexen II Monsters
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:
Better?
Edit:
Better?
-
- Posts: 318
- Joined: Tue Jul 17, 2007 10:30 am
- Location: one of the labs of hell
Re: [Project]Hexen II Monsters
Definitely. It looks much bronzish than it was.
-
- Posts: 6634
- Joined: Mon Jul 26, 2004 12:59 pm
- Location: Growing from mycelium near you.
Re: [Project]Hexen II Monsters
much!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:
Better?
-
- Posts: 2648
- Joined: Thu Oct 26, 2006 12:08 pm
- Location: Bucharest, Romania
Re: [Project]Hexen II Monsters
Characters like the Doom marine or Strife acolyte have some armor that with little modification may resemble plate suitable for golems.
-
- ... in rememberance ...
- Posts: 6109
- Joined: Fri Jul 06, 2007 2:34 pm
Re: [Project]Hexen II Monsters
Bronze Golem's done! After I finish the Shadow Wizard, I'll release another beta.
-
- Posts: 13549
- Joined: Wed Jul 16, 2003 3:52 am
Re: [Project]Hexen II Monsters
Hmm... what engine are you using for your Hexen2 screenshots? I am looking for a good Hexen2 sourceports now for ages
-
- ... in rememberance ...
- Posts: 6109
- Joined: Fri Jul 06, 2007 2:34 pm
Re: [Project]Hexen II Monsters
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.
-
-
- Posts: 17934
- Joined: Fri Jul 06, 2007 3:22 pm
Re: [Project]Hexen II Monsters
What's the problem with Hammer of Thyrion?Tormentor667 wrote:Hmm... what engine are you using for your Hexen2 screenshots? I am looking for a good Hexen2 sourceports now for ages
-
- Posts: 4449
- Joined: Sun May 30, 2004 10:16 am
- Preferred Pronouns: She/Her
- Location: GNU/Hell
Re: [Project]Hexen II Monsters
nuke your .ms2 files before starting poopGhastly_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.
-
- Posts: 2954
- Joined: Thu Jul 17, 2003 12:07 am
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: [Project]Hexen II Monsters
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..Gez wrote:What's the problem with Hammer of Thyrion?
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..