ReX wrote:Get the f*ck out of town! That looks awesome to have in a GZDooM mod.
Indeed. They really captivated me in the original game and I liked the fact that, although they are quite Star Warsy in style, they are also different enough to the standard Star Wars tech to be acceptable in non Star Wars mods.
I know that LWM is not a fan of animating models. The GLM format isn't an issue if someone is animating from scratch because the model, sans animation, can be imported into Milkshape and, from there, it could be exported in a format to suit almost any modelling program. It's just a question of someone with enough skill and patience, the right piece of software and enough time wanting to do it. Getting the original animations from the GLM would be nice though because some of them look pretty good. If there isn't anyone able to do the conversion though, I could use what I have done myself and maybe I could take a look at trying to animate it again. The basic walking cycle is 42 frames. If I was doing it manually, I'd probably cut that down quite a bit but probably not as much as my last attempt which I think was something like 8 frames and done "blind" ie without checking what the original animation looked like.
I've replied in your model request thread. It's a shame you hadn't posted earlier (or at least that I hadn't spotted the thread earlier) because I just spent a big chunk of today amusing myself making this:
This also comes from Jedi Outcast. Frankly, I can't remember anything about how this thing behaves in the original game. I can't even remember how big it is. So, I just set about animating it and giving it whatever behaviour and appearance I fancied. I particularly enjoyed messing with the death animation which I guarantee is very little like the original. One perplexing thing, the model that this thread is about (the walker robot) is in a directory called Mark1 inside the PK3. This much simpler robot is in a directory called Mark2. Now, aside from the fact that there seems to be very little technical similarity between the two (raising the question of whether they are really different marks of the same robot) the Mark2 seems far simpler than the Mark1 and I would normally expect it to be the other way around. Mind you, I would normally spell "mark" as "marque" in this context (perhaps the American spelling is different to the UK) so maybe they are just two models made by a guy called Mark.
Anyway, I didn't really do it for a release but if anyone wants to play around with it, a link is below. If anyone has any suggestions for improvements, particularly in the DECORATE, I'd be glad to hear them. Some of the model frames look much better with interpolation on but others really mess up. So I've set it to not be interpolated but I may spend some time splitting up which should be interpolated and which should not and putting them in different definitions. I *think* that can be done.
http://www.rowand.myzen.co.uk/njroller.pk3
Summon "njroller" to see it in game. GZDoom (and probably a relatively recent SVN) required.
Credits to:
Jedi Outcast for the model mesh and skin.
Either Doom3 or Revilution/Hunters Moon (I forget where I originally got them from) for some of the SFX sprites
Duke Nukem and Heretic for a few others
Goodness only knows who or where for the sounds. Not Jedi Outcast anyway.

Some from one of those free sounds sites.
Me for the ancillary models and all the animation, DECORATE etc and generally messing around with any and all of the resources in the PK3 one way or another.
Programs used: DeePSea, SLADE3, Paint Shop Pro, GoldWave, Textpad and WinZip.
If anyone wants to use it, or anything else from the PK3 that I did, be my guest.
Right, I *think* that's everything covered.