VirusType2
Newbie
- Joined
- Feb 3, 2005
- Messages
- 18,189
- Reaction score
- 2
It took me all of 20 minutes to just add a new skin variation for the Pinky demon. Remember I had made one partially invisible? OK, so now, I have added this as a separate monster instead of replacing the original. I think I'll add another variation for this semi-rare beast before all is said and done. So now that I spent 20 minutes to create the monster, and point to the textures, I just need to go into the map files and change monster_demon_Pinky to monster_demon_Pinky_cloaking where I want. It just takes a few minutes
My next thing I've been working on, is making certain monsters different sizes. For example, one of the trite spiders might be much larger than the rest... I could add a special Hell_knight that is twice as large, and put him in a map with a high ceiling. Or I could possibly make a mini-cyberdemon... LOL This is going to be cool. Once I get it working, there is no limit to what I can do with this.
[NEWS]
EDIT - well right after I wrote this, I came across something interesting they did for the Hell map. All they did for each imp was include a line that says "skin a_hellimp", and so the imp uses a set of unique textures. In hell the imps are redish and bumpy.
So I saw how they did this and I made my own material file that points to a set of textures, and just copied and pasted the hellimp skin file (1 line of code), and changed it to new_imp and there! I have added a new skin for the imp with a grand total of about 10 short lines of code (3KB) and a couple of altered imp image files. (between 768KB and up to about 3MB depending on how fancy I want to get for each monster. For the most part, it can use the other monster's images (shaders, local_map, bump_map, disintegrate map, etc.), I can just change the detail maps - 768KB for medium sized monsters)
Basically, theoretically, I can make every enemy in the game unique looking if I want, at cost of as little as 770KB per monster, in high rez (that is only a little more than half a megabyte!) I have 1024 megabytes of RAM + 256MB of VRAM. I know some of you have less than this, so this new technique I figured out will be crucial.
So, this will alow me to make many of the enemies - whether it be a zombie, a demon, or otherwise, look unique. It won't use much memory.
My other technique was probably a memory waste, because it basically uses almost as much memory as an entirely new monster, although it does share some of the resources from the old monster. This uses much more memory, but it is still necessary if I want to change the stats (health, damage, unique sounds or fireball or whatever), or the speed of the enemies movements, things like that.
So in the one case I can make monsters completely unique, and in the other case I can just give them unique skins.
I will be using both techniques, but I don't always need to change the stats of an enemy.. for example, I could have 10 spiders on-screen and all of them look unique, but that doesn't mean that each one needs to have unique stats or anything, they can have the same stats. So this is where my new discovery will come into play, saving many megabytes, and allowing me to be as creative as I want.
I hope you guys have a good internet connection, this mod is going to be a ****ing monster to download.
I don't know if you guys realize how awesome this is
/celebrate
I can give each zombie unique bloodstains, clothes, anything! I don't know about you, but I got awefully tired of seeing the same exact zombie in that brown jumpsuit everywhere.
I had already created 10 unique jumpsuits, but it was too much to ask to create 10 unique zombies... now I can just say
"skin/monster/jumpsuit_new1"
"skin/monster/jumpsuit_new2"
"skin/monster/jumpsuit_new3"
"skin/monster/jumpsuit_new4"
"skin/monster/jumpsuit_new5"
"skin/monster/jumpsuit_new6"
"skin/monster/jumpsuit_new7"
"skin/monster/jumpsuit_new8"
"skin/monster/jumpsuit_new9"
"skin/monster/jumpsuit_new10"
and have a different colored suit with unique blood patterns and such in the folder for each zombie!
WOOOHOOOO
I had already figured out how to make them have no head, no jaw, etc., but this is amazing.
EDIT:
just a heads-up. I got it to work just now, finally (stupid typo)
I've got 13 unique jumpsuit designs already in the game!
My next thing I've been working on, is making certain monsters different sizes. For example, one of the trite spiders might be much larger than the rest... I could add a special Hell_knight that is twice as large, and put him in a map with a high ceiling. Or I could possibly make a mini-cyberdemon... LOL This is going to be cool. Once I get it working, there is no limit to what I can do with this.
[NEWS]
EDIT - well right after I wrote this, I came across something interesting they did for the Hell map. All they did for each imp was include a line that says "skin a_hellimp", and so the imp uses a set of unique textures. In hell the imps are redish and bumpy.
So I saw how they did this and I made my own material file that points to a set of textures, and just copied and pasted the hellimp skin file (1 line of code), and changed it to new_imp and there! I have added a new skin for the imp with a grand total of about 10 short lines of code (3KB) and a couple of altered imp image files. (between 768KB and up to about 3MB depending on how fancy I want to get for each monster. For the most part, it can use the other monster's images (shaders, local_map, bump_map, disintegrate map, etc.), I can just change the detail maps - 768KB for medium sized monsters)
Basically, theoretically, I can make every enemy in the game unique looking if I want, at cost of as little as 770KB per monster, in high rez (that is only a little more than half a megabyte!) I have 1024 megabytes of RAM + 256MB of VRAM. I know some of you have less than this, so this new technique I figured out will be crucial.
So, this will alow me to make many of the enemies - whether it be a zombie, a demon, or otherwise, look unique. It won't use much memory.
My other technique was probably a memory waste, because it basically uses almost as much memory as an entirely new monster, although it does share some of the resources from the old monster. This uses much more memory, but it is still necessary if I want to change the stats (health, damage, unique sounds or fireball or whatever), or the speed of the enemies movements, things like that.
So in the one case I can make monsters completely unique, and in the other case I can just give them unique skins.
I will be using both techniques, but I don't always need to change the stats of an enemy.. for example, I could have 10 spiders on-screen and all of them look unique, but that doesn't mean that each one needs to have unique stats or anything, they can have the same stats. So this is where my new discovery will come into play, saving many megabytes, and allowing me to be as creative as I want.
I hope you guys have a good internet connection, this mod is going to be a ****ing monster to download.
I don't know if you guys realize how awesome this is
/celebrate
I can give each zombie unique bloodstains, clothes, anything! I don't know about you, but I got awefully tired of seeing the same exact zombie in that brown jumpsuit everywhere.
I had already created 10 unique jumpsuits, but it was too much to ask to create 10 unique zombies... now I can just say
"skin/monster/jumpsuit_new1"
"skin/monster/jumpsuit_new2"
"skin/monster/jumpsuit_new3"
"skin/monster/jumpsuit_new4"
"skin/monster/jumpsuit_new5"
"skin/monster/jumpsuit_new6"
"skin/monster/jumpsuit_new7"
"skin/monster/jumpsuit_new8"
"skin/monster/jumpsuit_new9"
"skin/monster/jumpsuit_new10"
and have a different colored suit with unique blood patterns and such in the folder for each zombie!
WOOOHOOOO
I had already figured out how to make them have no head, no jaw, etc., but this is amazing.
EDIT:
just a heads-up. I got it to work just now, finally (stupid typo)
I've got 13 unique jumpsuit designs already in the game!