id Tech Forums

id Tech 4 (Doom3/Prey/Q4) => id Tech 4 WIP => Topic started by: Bladeghost on May 24, 2014, 10:01:48 AM

Title: BladeYautja
Post by: Bladeghost on May 24, 2014, 10:01:48 AM
This is my latest and one of the more interesting projects I've put together in quite some time.
it is a Total rework to make doom3 into a predator based game adventure to where the player is the predator creature.

http://www.moddb.com/mods/blade-yautja (http://www.moddb.com/mods/blade-yautja)

as the project comes along I'll post some updates and some things here not posted at moddb.
Thanks!
Title: Re: BladeYautja
Post by: Bladeghost on May 24, 2014, 10:10:56 AM
(http://i33.photobucket.com/albums/d91/MasterScy/chaplin_zps6bf328ea.jpg)

here's an example of some work that might not be in the game.
Title: Re: BladeYautja
Post by: Zombie on May 26, 2014, 01:26:06 PM
Man I love your stuff, looks awesome!

Please keep making great looking mods.
Title: Re: BladeYautja
Post by: Bladeghost on May 27, 2014, 02:08:31 AM
Thanks My friend, I'll do what I can.

The project is really coming along, the levels are the most work and really take effort, soon I'd like to recruit some testers however it's not so easy to transfer almost a gb in files to just anyone. a few levels are completed but so much more to do.
it would be nice to have some help with some stuff, yet I work on this everyday and it's only been almost 6 months since I started the project. chimeulodragon 2011 (amazing GUI Artist) coded a fantastic main menu for me and has helped with some things like invisibility that mostly works, the AI still sees you. Still he's been most helpful making what he can for this all the better and I'm super grateful, but other than that most of everything else I've put together. I do want to mention there are some things that are NOT mine like bloodrayne's night vision and grabber scripts, great stuff but I still had to modify them to work properly. it's little things like that that make the project more better. I can only do so much on my own but what I've got built so far definatly surpasses my last project by many miles.  from what I've learned over the years from event horizon, Phantasm,
and Prometheus is a culmination of everything I've learned from those projects and put forth into this one.  also learning from all the tutorials on D3W and elsewhere it has been a long journey of discovery with lots of trial and errors. as well as this project will be a stand alone that does not require doom 3, so there are still many things to test to be sure this is worth the effort.
so far it's been quite interesting , even if someone else made a predator based game , there will only be one like this one.
so Thanks for the support and interest as I'd like this project to be one of my better ones and remembered for a long time.
If anyone would like to contribute to this project please let me know, much appreciated.

Thanks Zombie and everyone!....been a long day and super tired, as my new shitty day job is killing me, (that's another story) all the best! my friends... Rock and roll, Happy Cheers!
Title: Re: BladeYautja
Post by: The Happy Friar on May 27, 2014, 09:06:18 AM
I think you & Brian T are the most prolific D3 modders, ever, so far.

Really, keep up the good work.   Even among other games, it's rare a couple people achieve as much in modding as you & the ones who help you do.
Title: Re: BladeYautja
Post by: Bladeghost on June 04, 2014, 02:54:56 AM
Thanks everyone really, I love painting digitally in 3d ever since I got my computer back in '98 to play the first avp game from rebellion, I just had to get one for that and been hooked since, else I'd still have a console that doesn't do much except play movies, music and games. now if I could only afford a cintiq.

as for the pic above I've decided to include it in a level and put it into the project, ah heck why not since I have it up and running.
keep in mind things are not as they seem...It's turning out well actually. :)
Title: Re: BladeYautja
Post by: argoon on August 20, 2014, 02:24:12 PM
Late to the party but man fantastic job i love your last mod and i know this one will be a labor of love, continue being awesome.
Title: Re: BladeYautja
Post by: VGames on August 20, 2014, 05:31:20 PM
Looks good so far. Tried out the weapons mod you released for it. Good stuff. Kind of rough but I'm sure you know that. Keep it up man. This will be good. Tracking at ModDB.

Will you only play the Predator?
Title: Re: BladeYautja
Post by: Bladeghost on August 24, 2014, 08:02:30 PM
Quote from: VGames on August 20, 2014, 05:31:20 PM
Will you only play the Predator?

Yes, you are the hunter in this adventure.

What I would like to offer is THE HAPPY FRIAR to maybe come over for a visit and have an exclusive interview, test and maybe take home a copy of the latest build to study further and perhaps do a writeup on earthquake of the whole thing, a Q&A with me about the game and first hands on.
but he'll have to bring me 2 packs of Marlboro smokes 'which I'll gladly pay for. and have a session maybe? to get an impression of where the project is at.
that could be interesting.

or if that's not possible, since not living too far away but crossing the border is always a pain, between the US and Canada perhaps maybe something else can be arranged on Skype or something? I'd really like it if someone that understands idtech 4 to have a peek on the progress made so far ,as it is coming along quite nicely.
we'll see how things go....
Title: Re: BladeYautja
Post by: Sir Blackington on August 25, 2014, 03:46:03 AM
U can Skype smokes now? Where have I been?
Title: Re: BladeYautja
Post by: VGames on August 25, 2014, 09:52:53 AM
Will there be gruesome kills like in the last AvP game?
Title: Re: BladeYautja
Post by: Bladeghost on August 25, 2014, 02:32:58 PM
Quote from: VGames on August 25, 2014, 09:52:53 AM
Will there be gruesome kills like in the last AvP game?

Mashing the 'E' button was stupid in that game and no crouch....um no
best way I can describe the gore is lots of splats, bodies go flying through the air and parts go flying all over the place.
Title: Re: BladeYautja
Post by: VGames on August 25, 2014, 03:14:20 PM
I didn't ask if you were gonna ommit the ability to crouch. I was asking if u were gonna include kills like the last game. You know ripping there heads and spines out or punching your blades through their back. Stuff like that.
Title: Re: BladeYautja
Post by: Bladeghost on August 25, 2014, 03:30:48 PM
no worries, I can only do so much with id tech 4 as I'm not a programmer and that was a different game, for me to 'try and implement such a thing would probably be done with cinematics, which I'm keeping to a minimum this time around. sure I'd like to see that stuff too, but there are limitations for this. because your still basically the doom guy with predator weapons and gadgets. when the game is finished you'll understand better, it's still a blast to play.
Title: Re: BladeYautja
Post by: VGames on August 25, 2014, 03:42:55 PM
Oh I'm not trying to take away from your game. I understand limitations completely. Heck I mod the Max Payne 2 engine. Don't get me started on limitations. I figured the gory kills would be a problem with the idtech 4 engine without extensive coding. That's why I was asking about it. But u know since the Predator doesn't just collect any old skull and spine, maybe showing him collecting a trophy via cinematic would be the best way to showcase these kills. Maybe u could see these cinematic after he kills a boss character that he wants to collect a trophy from. Just an idea. Either way I'm sure its a blast to play. Can't wait to see more.
Title: Re: BladeYautja
Post by: The Happy Friar on August 26, 2014, 06:48:02 AM
Quote from: Bladeghost on August 24, 2014, 08:02:30 PM
What I would like to offer is THE HAPPY FRIAR to maybe come over for a visit and have an exclusive interview, test and maybe take home a copy of the latest build to study further and perhaps do a writeup on earthquake of the whole thing, a Q&A with me about the game and first hands on.
but he'll have to bring me 2 packs of Marlboro smokes 'which I'll gladly pay for. and have a session maybe? to get an impression of where the project is at.
that could be interesting.

Would be interesting.  :)  I'd have to bring my camera up.  I've got my international id now so I can cross the border.  I'm kind of busy atm but if it's not going to be done in the next couple months I can make time to head up there.

BTW, I liked the previous AvP.  :)  MP was awesome until they released the dedicated server, then it got ruined with a ton of 16/32 player servers for matches that should of head 4-6 players.   Yeah I'm on of "those" guys (Liked DNF too).  Mashing the E button was silly (there should of been more skill, like in the 2nd AvP.  But it was still cool and yes, I've done that in MP.  :D ) but turns out I never missed the duck.  Made me focus on combat.  In reality, ducking is mainly used for ducks or hiding/cover.  Ducks can be handled easily: either make then taller or automatically duck the player (like  the 3D Zelda games).  As for hiding, humans can't hide in AvP except against other humans, aliens don't hide they ambush and predators cloak.  Just making the cover higher solves that problem (Quake never had ducking and Q2 mainly used it for secret access)
Title: Re: BladeYautja
Post by: VGames on August 26, 2014, 10:10:05 AM
This is true. I played the demo but never really got into it.
Title: Re: BladeYautja
Post by: douglas quaid on September 05, 2014, 02:54:38 PM
Ah, I love the look of BladeYautja. We need a new alien/pred mod/game and this looks very promising. That Colonial Marines game is terrible, really bad. But this is something I'm actually looking forward to. It's also great to be back on a D3W site. Really missed the old one.

Keep it up Bladeghost! :D
Title: Re: BladeYautja
Post by: Bladeghost on September 19, 2014, 03:45:49 PM
Blade Yautja Released v1.1 D3 Mod version

http://www.moddb.com/mods/blade-yautja/
Title: Re: BladeYautja
Post by: douglas quaid on September 19, 2014, 07:51:07 PM
Cool, can't wait to check this out.
Title: Re: BladeYautja
Post by: The Happy Friar on September 19, 2014, 08:38:08 PM
Awesome!  I'll be giving it a download in the morning.
Title: Re: BladeYautja
Post by: trebor on September 20, 2014, 08:05:59 AM
Looks very cool ... downloading :)
Title: Re: BladeYautja
Post by: Zombie on September 20, 2014, 11:53:57 AM
Woooo!

Can't download it yet though, have to wait till I get to work.

Damn hotel internet is too unreliable :(
Title: Re: BladeYautja
Post by: Radegast on September 20, 2014, 01:47:53 PM
Do you plan to release a linux or OS X port of Blade Yautja?
Title: Re: BladeYautja
Post by: The Happy Friar on September 20, 2014, 07:38:17 PM
This needs a news post to get on the front page of moddb.com.   O0
Title: Re: BladeYautja
Post by: tron on September 20, 2014, 08:42:33 PM
Wow, definitely have to give this a download, can't believe how much content this seems to have.
Title: Re: BladeYautja
Post by: Bladeghost on September 21, 2014, 01:25:53 AM
Quote from: Radegast on September 20, 2014, 01:47:53 PM
Do you plan to release a linux or OS X port of Blade Yautja?

from what I know most of my mods work on a mac, as for linux and mac for that matter I'm not sure really whats needed or what kind of binaries, so I've never really looked into those.
Title: Re: BladeYautja
Post by: Bladeghost on September 21, 2014, 12:33:41 PM
I've uploaded a 3rd person patch to fix the 3rd person HUD and camera clip, these two .pk4's just get added to the mod folder. (optional)
http://www.moddb.com/mods/blade-yautja/downloads/byp-3rdperson-patch (http://www.moddb.com/mods/blade-yautja/downloads/byp-3rdperson-patch)
Thanks.
Title: Re: BladeYautja
Post by: argoon on September 21, 2014, 05:10:24 PM
My god man you are a machine!!!

Fantastic job. I never knew someone so proficient and fast on modding, congrats.

:) 
Title: Re: BladeYautja
Post by: The Happy Friar on September 24, 2014, 11:05:45 AM
On hard (not hardest) my but keeps getting kicked.  :)

The models don't look like they have smoothing enabled though.  The NPC's look like they're flat poly's.  Is that in purpose?
Title: Re: BladeYautja
Post by: Bladeghost on September 24, 2014, 11:28:39 PM
save and save often (quick save and quick load)
could you post a screenshot with a description, please and thank you, so I can understand what you mean better. thanks.
Title: Re: BladeYautja
Post by: VGames on September 25, 2014, 12:05:22 PM
Why did u make the game so tough. You're the predator. He can take multiple shogun blasts at close range and still keep on killing with little fatigue. I think u should make him tougher. That's just me. Great mod so far. Nice polished look all around.
Title: Re: BladeYautja
Post by: The Happy Friar on September 25, 2014, 02:27:33 PM
Quote from: Bladeghost on September 24, 2014, 11:28:39 PM
could you post a screenshot with a description, please and thank you, so I can understand what you mean better. thanks.

screenshot attached.  You can see polys look flattish shaded, like there's no smooth groups with the model.  Especially noticable in the pants of the guy on the left and the shirt/arms of the guy on the right.
Title: Re: BladeYautja
Post by: Bladeghost on September 25, 2014, 04:25:47 PM
That could be from the glprogs (interaction.vfp and test.vfp) those were added to make some surfaces extra glossy.
in the predwarrior_000a.pk4 you will find the glprogs folder, you can try and overwrite those with the default doom 3 ones and see a difference? but make a back up first before testing. I've noticed this on my laptop but not my desktop.
they both have different graphics. as some of the skulls would glow a bit on the laptop but would be great looking on the desktop. That's what I know, look into those two glprogs and see.


or you could just simply remove those two modifyied .vfp's from the mod folder and put them somewhere safe. as those are for high end graphics cards. and  as d3 would already have those default ones in its directory.
Title: Re: BladeYautja
Post by: Bladeghost on September 25, 2014, 04:29:12 PM
Quote from: VGames on September 25, 2014, 12:05:22 PM
Why did u make the game so tough. You're the predator. He can take multiple shogun blasts at close range and still keep on killing with little fatigue. I think u should make him tougher. That's just me. Great mod so far. Nice polished look all around.

what you can do is go to the player.def and increase the health and or max health if that would help.
the player.def is in the predwarrior_000a.pk4 that could help, also the 'U' key gives all but your still vulnerable to rocketmen and plasma casters.
Title: Re: BladeYautja
Post by: The Happy Friar on September 25, 2014, 09:33:52 PM
Adding a ".old" to the end of those glprogs solved the problem.  Maybe it's an ATI issue?
Title: Re: BladeYautja
Post by: BloodRayne on September 26, 2014, 04:45:57 PM
I love this from begin to end.
Title: Re: BladeYautja
Post by: Bladeghost on September 28, 2014, 05:17:53 AM
I had this in mind for my standalone (version) which works, for a hard copy, but I need ink for my printer, this is rendered in max to show my concept.

(http://i33.photobucket.com/albums/d91/MasterScy/BY_dvd_sample_zps70f7d913.jpg)
Title: Re: BladeYautja
Post by: douglas quaid on September 28, 2014, 10:01:56 AM
Pretty cool... I'm sure you're aware already but keep your eyes out for FOX.
Title: Re: BladeYautja
Post by: Bladeghost on September 28, 2014, 04:28:09 PM
No physical copies exist, it's just a concept render.
yeah, big corporate might come and 'get me, torture me and hang me off a bridge
for making a game they could not. Fear and hype are one thing, taking a risk is another.
since my Prometheus mod ,Phantasm and now this, and my poor health, it matters not,
besides I have good relations with some of the fox people, and it has all been positive.
while I was making phantasm beyond, feedback was good and I've actually had contact with A Michael Baldwin, and Bill Thornbury as well as Kristen Deem, they've all been wonderful and I'm considering a sequel for that as well.

But for this (the mod), it is what it is. nothing more than an interactive digital painting. and freedom of expression as a tribute to those that made this stuff in the first place.,Giger,Hall, and Winston. with my respects and appreciation.
Title: Re: BladeYautja
Post by: The Happy Friar on September 28, 2014, 09:56:51 PM
You've been doing this so long that I would figure if Fox has an issue with it they would of stopped you by now.    Your stuff seems a departure enough from the original source material it's more like a fan story vs competitive game.

You should make a DVD case insert, not jewel case one.  Everybody uses  the DVD cases now a days.  :)
Title: Re: BladeYautja
Post by: Bladeghost on November 12, 2014, 02:16:17 AM
New Video:

Title: Re: BladeYautja
Post by: oneofthe8devilz on November 12, 2014, 05:34:46 AM
Man... that content output !

Amazing...

On a side-note, in case you own an NVIDIA 600 series gpu videocard or later... there actually is now a way to use NVIDIA's ShadowPlay to record and encode OpenGL footage on the GPU and save it as H.264 format with minimal to no performance impact... It would allow you to capture, encode and save idtech4-gameplay-footage at 1080p without the usual FPS impact that other software based recorders produce while recording.

I shall write a tutorial once I get to it here on the forums.

Title: Re: BladeYautja
Post by: solarsplace on November 12, 2014, 06:40:59 AM
Hi

I agree, very impressive work there  8)

All of it was good, but I especially liked the sequence at about 8 minutes in with the circular opening door and model rising out. Also the bit in the spaceship? was very cool with the screens showing the galaxies and charts and stuff.

Great work :)
Title: Re: BladeYautja
Post by: Bladeghost on December 27, 2014, 06:09:09 AM
Blade Yautja V1.2 now uploaded and available with fixes and some new stuff.

http://www.moddb.com/mods/blade-yautja/downloads (http://www.moddb.com/mods/blade-yautja/downloads)
Thanks for your interest.
Title: Re: BladeYautja
Post by: BloodRayne on March 07, 2015, 10:36:16 AM
Quote from: Bladeghost on November 12, 2014, 02:16:17 AM
New Video:



I'd missed this, looks absolutely gorgeous! :)
Title: Re: BladeYautja
Post by: Bladeghost on March 08, 2015, 12:04:41 PM
Thanks my friend!, it's been updated with a separate stand alone package for the mod 1.2
and currently I'm now working on my new project, my sequel to PHANTASM BEYOND.

PHANTASM BEYOND || The NeverDead

http://www.moddb.com/mods/phantasm-beyond-ii-the-neverdead (http://www.moddb.com/mods/phantasm-beyond-ii-the-neverdead)

and some videos:




Thanks Everyone!
Title: Re: BladeYautja
Post by: argoon on March 08, 2015, 03:25:22 PM
Man nice work you are the most active moder i ever seen. congrats.
Title: Re: BladeYautja
Post by: tmm88 on January 05, 2017, 09:27:33 AM
are you looking for audio assets?