Agent_Ash
jekyllgrim.bsky.social
Agent_Ash
@jekyllgrim.bsky.social
I make mods and guides for Doom.
💬Discord: http://discord.gg/MJGdYjk
☕ Support: http://boosty.to/agent_ash or https://hipolink.me/agent_ash/tips
Github: https://github.com/jekyllgrim/
Twitter: @iAgent_Ash
The way this works is: a custom Blender script outputs a specific bone's position and rotation into a text file. Those vectors are fed into a custom ZScript Thinker as a list, which is instantiated at the same time as animation is played, and goes through the list, so I can spawn objects every tic.
December 28, 2024 at 4:21 PM
I felt this warranted a fix, since it'd be more visible in first person. I changed the shapes of those "covers" so they don't clip out of the pipes, and picked a different element from the original texture for them.
November 29, 2024 at 9:56 PM
In the original model, the cogwheel textures you can see on its elbows are also used as "covers" for exhaust pipes on its shoulders. Those covers rotate inward, clipping into the pipes. It looks pretty weird overall, but in-game it's mostly obscured by smoke particles.
November 29, 2024 at 9:56 PM
Like all the rest, these monsters are from American McGee's Alice. All credit for visuals and audio work goes to Ritual Entertainment. My work is focused on exporting the models (which sometimes takes a WHILE due to the odd original formats) and reengineering their behavior in ZScript.
November 28, 2024 at 10:10 PM
For those deeply interested, some time ago I actually made a guide detailing the convoluted process of extracting models and animations from American McGee's Alice and getting them into Blender:
youtu.be/kfL6j-Qai6k
Exporting 3D models from American McGee's Alice
YouTube video by Agent_Ash
youtu.be
November 26, 2024 at 1:48 PM