Author Topic: Quake 4 & Prey stuff in Doom 3 (WIP)  (Read 1397 times)

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EoceneMiacid

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Quake 4 & Prey stuff in Doom 3 (WIP)
« on: November 22, 2018, 12:30:20 PM »





Quake 4 weapons:

Blaster



Shotgun



Machinegun



Nailgun



Grenade Launcher



Rocket Launcher



Hyperblaster



Lightning Gun



Railgun


Monsters:

Slimy Transfer



Strogg Marines



The Berserker, the Gladiator and the Grunt



Group picture



This guy is also in here... (He's so large I couldn't possibly fit him in the same picture)



And also:



This is Jen, from Prey. Yeah, I'm working on Prey stuff too - I have the first few working monsters even. They are easier to adapt than Q4 monsters in some ways - but harder in others. Material definitions basically need to be entirely rewritten, but it at least uses AI scripts (which need to be heavily modified for sure).

After I'm finished with Q4 and Prey, I'll see what I can do with ETQW.
« Last Edit: December 14, 2018, 05:43:01 PM by EoceneMiacid »

bitterman

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Re: Quake 4 weapons and enemies in Doom 3 (WIP)
« Reply #1 on: November 25, 2018, 09:31:04 AM »
Is it glow on last picture?

What D3 engine do you use?

By the way - good job :)

EoceneMiacid

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Re: Quake 4/Prey weapons and enemies in Doom 3 (WIP) (Updated 25/11)
« Reply #2 on: November 25, 2018, 01:37:22 PM »
You mean the Gladiator's shield? There are probably still some shader issues left with that one, but I'll give it a closer look soon.

I'm running dhewm3.

And thanks.

bitterman

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Re: Quake 4/Prey weapons and enemies in Doom 3 (WIP) (Updated 25/11)
« Reply #3 on: November 25, 2018, 09:29:47 PM »
Shield is looks like semi-transparent image.

These blue and red lights on the body of npcs which are glowing in shadow - as I remember they maked via glow map in Q4, and it was a new stage in this game instead of D3.

EoceneMiacid

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Re: Quake 4/Prey weapons and enemies in Doom 3 (WIP) (Updated 25/11)
« Reply #4 on: November 27, 2018, 02:10:48 AM »
Some of the newer additions....


Tactical Transfer


These guys were challenging, since they're essentially reskins of the NPC marines, with resources strewn all over the goddamn place as you've come to expect from idTech4 games... weapon models aren't entirely correct yet, they can carry machineguns, shotguns, hyperblasters or railguns, but the model doesn't reflect it correctly at the moment. Plus side is that I have Quake 4 NPC's nearly working :)

And then there's...


Makron


Seems mostly correct. This guy can fire a ton of different projectiles. Should be fun writing AI for.

Also


Boss Buddy


I really like the detail on this guy. He actually has a separate head model, which I suppose you can have some fun with :)
He also reminds me that I need to define a new material, 'energy', and some nice particle effects if you shoot it :)


Progress continues on Prey as well, but it's still a little too early to show.

I also began importing map objects from Quake 4. Methinks I'm going to take a thorough look at the walker mech :)

EoceneMiacid

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Re: Quake 4/Prey weapons and enemies in Doom 3 (WIP) (Updated 27/11)
« Reply #5 on: November 27, 2018, 11:58:27 AM »
Fixed heaps of errors today

Also added the


Scientist



And the

Light Tank

EoceneMiacid

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Re: Quake 4/Prey weapons and enemies in Doom 3 (WIP) (Updated 27/11)
« Reply #6 on: November 27, 2018, 01:11:23 PM »



« Last Edit: November 27, 2018, 01:22:03 PM by EoceneMiacid »

EoceneMiacid

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Re: Quake 4/Prey weapons and enemies in Doom 3 (WIP) (Updated 27/11)
« Reply #7 on: November 28, 2018, 02:47:01 AM »
Say hello to the Hound:



Once again, their style fits rights in with Doom 3 and Quake 4 :)

Expect more pictures of working Prey monsters later today.

The Happy Friar

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Re: Quake 4/Prey weapons and enemies in Doom 3 (WIP) (Updated 28/11)
« Reply #8 on: November 28, 2018, 07:55:17 PM »
this thread makes me want to reinstall q4 & prey & play those again.

EoceneMiacid

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Re: Quake 4/Prey weapons and enemies in Doom 3 (WIP) (Updated 28/11)
« Reply #9 on: November 29, 2018, 02:58:40 AM »
Both great games, but I cannot bring myself to play them for very long. I'm stuck in the 'floating orb'-bit in Prey and always get bored before I can find the exit. I should persist though, since I remember some pretty cool (read: messed up) stuff happening later in the game.

In the meantime, I've hooked up some basic AI for some of the monsters - the Strogg Berserker now actively chases you and attempts to pummel you with melee attacks. Seems pretty spot-on when I compare him to his behavior in Quake 4. Later down the road, I'll take a closer look at the Quake 4 SDK, and see if any useful knowledge can be extracted from that.

Once everything works, I'll package everything up nicely into an assets pack, for the community to go nuts with.

The problem is that I need some cooperation from the maintainer of dhewm3 first.
« Last Edit: November 29, 2018, 06:30:10 AM by EoceneMiacid »

EoceneMiacid

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Re: Quake 4/Prey weapons and enemies in Doom 3 (WIP) (Updated 29/11)
« Reply #10 on: November 29, 2018, 03:44:52 PM »
Here's the Walker :)



Doom 3 doesn't support vehicles out of the box, but apparently has some support for it in the SDK, so until I get that going I've made this guy an AI-controlled ally :) any help with this would be greatly appreciated!

Plenty more to come...

motorsep

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Re: Quake 4/Prey weapons and enemies in Doom 3 (WIP) (Updated 29/11)
« Reply #11 on: November 30, 2018, 09:31:21 AM »
I am pretty sure that as soon as Beth and/or Activision find out about what you are doing, they will slam you with C&D letter (especially if you release anything for Doom 3 with Quake 4 assets).

Other than that it looks cool :)

EoceneMiacid

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Re: Quake 4/Prey weapons and enemies in Doom 3 (WIP) (Updated 29/11)
« Reply #12 on: November 30, 2018, 10:15:26 AM »
I thought about that, but I don't know. There are countless mods out there that are entirely comprised of proprietary assets.

I suppose what I could do is if I want to release it, is to do so without the actual models, textures and sounds - you'd have to provide those yourself. I doubt there's any strictly enforced copyright on the text definition files, since they barely resemble the ones they were derived from - some of them required a total rewrite, pretty much.
« Last Edit: December 04, 2018, 07:04:24 PM by EoceneMiacid »

The Happy Friar

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Re: Quake 4/Prey weapons and enemies in Doom 3 (WIP) (Updated 29/11)
« Reply #13 on: December 01, 2018, 03:02:24 PM »
I suppose what I could do is if I want to release it, is to do so without the actual models, textures and sounds - you'd have to provide those yourself. I doubt there's any strictly enforced copyright on the text definition files, since they barely resemble the ones they were derived from - some of them required a total rewrite, pretty much.
That would be the best way to do it.  Beth might still complain, but if it's the "I'm not providing any assets, people use their own" I'm not sure what they could do.
Personally, I found Prey better then Q4, but I still found Q4 a lot of fun (I could do almost the entire game with the machinegun after some upgrades).
ETQW models are binarized, so unless you could get binariaration support in the D3 GPL, odds are you won't be able to use them w/o sharing assets.  Brink is the same way.  Kind of like a step between Doom 3 & D3BFG.  :)

EoceneMiacid

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Re: Quake 4/Prey weapons and enemies in Doom 3 (WIP) (Updated 30/11)
« Reply #14 on: December 02, 2018, 02:44:30 AM »
You're right, I'm looking at ETQW's data, it's structured differently and the models and their animations are in binary format, so unless we can convert them back to text (or native support for them is implemented in dhewm3 or fhDoom) ETQW and the later games are off-limits. Oh well.

Got my hands on Wolfenstein yesterday, couldn't even tell where and how they store the models and animations at first glance.

Here's another idea that's been bouncing around in my head, but one I'm going to need some help with. I'd love to import the Street Fighter 4 character models into Doom 3 so they can function as NPC's or enemies.

Now, there's a utility that can extract the models from the game (which I can't get to work properly in WINE :/), for use in Blender, from were they should be exportable to md5. I have the exporter plugin installed, but can't get it to work either. I'm not much of a 3D modelling guy, though.

So, exactly how crazy is this idea? Is it feasible at all?