pulidas del DED

Iniciado por IGMAR MASTERMIND, Agosto 31, 2008, 05:30:05 PM

Tema anterior - Siguiente tema

IGMAR MASTERMIND

ya casi queda este .ded, pero algo esta mal, porque el jdoom dice NO ENVIAR INFORMES A MICROSOFT, pero de que ya esta, tal vez uno de ustedes quiera darle una pulida, envienme via e-mail si alguien quiere que les pase los modelos, sia lguien quiere corregirel ded copienle y pegenle a word pad o block de notas este codigo y guardenlo como BEHEMOTH.ded, o CACODEMON.ded

baron of hell
#>
_____________
  BEHEMOTH
¯¯¯¯¯¯¯¯¯¯¯¯¯

<#

State {
 ID = "Behemoth_LOOK1"
 Sprite = "BOSS"
 Frame = 0
 Tics = 5
 Action = "A_Look"
 Next state = "Behemoth_LOOK2"
}

State {
 ID = "Behemoth_LOOK2"
 Sprite = "BOSS"
 Frame = 0
 Tics = 5
 Action = "A_Look"
 Next state = "Behemoth_LOOK3"
}

State {
 ID = "Behemoth_LOOK3"
 Sprite = "BOSS"
 Frame = 0
 Tics = 5
 Action = "A_Look"
 Next state = "Behemoth_LOOK4"
}

State {
 ID = "Behemoth_LOOK4"
 Sprite = "BOSS"
 Frame = 0
 Tics = 5
 Action = "A_Look"
 Next state = "Behemoth_LOOK1"
}

State {
 ID = "Behemoth_RUN1"
 Sprite = "BOSS"
 Frame = 32772
 Tics = 2
 Action = "A_Chase"
 Next state = "Behemoth_RUN2"
}

State {
 ID = "Behemoth_RUN2"
 Sprite = "BOSS"
 Frame = 32772
 Tics = 5
 Action = "A_Chase"
 Next state = "Behemoth_RUN3"
}

State {
 ID = "Behemoth_RUN3"
 Sprite = "BOSS"
 Frame = 32772
 Tics = 2
 Action = "A_Chase"
 Next state = "Behemoth_RUN4"
}

State {
 ID = "Behemoth_RUN4"
 Sprite = "BOSS"
 Frame = 32772
 Tics = 5
 Action = "A_Chase"
 Next state = "Behemoth_RUN5"
}


State {
 ID = "Behemoth_RUN5"
 Sprite = "BOSS"
 Frame = 32772
 Tics = 2
 Action = "A_Chase"
 Next state = "Behemoth_RUN6"
}

State {
 ID = "Behemoth_RUN6"
 Sprite = "BOSS"
 Frame = 32772
 Tics = 5
 Action = "A_Chase"
 Next state = "Behemoth_RUN1"
}

State {
 ID = "Behemoth_PAIN1"
 Sprite = "BOSS"
 Frame = 32772
 Tics = 2
 Action = "A_Pain"
 Next state = "Behemoth_PAIN2"
}

State {
 ID = "Behemoth_PAIN2"
 Sprite = "BOSS"
 Frame = 32772
 Tics = 5
 Action = "A_Pain"
 Next state = "Behemoth_PAIN3"
}

State {
 ID = "Behemoth_PAIN3"
 Sprite = "BOSS"
 Frame = 32772
 Tics = 2
 Action = "A_Pain"
 Next state = "Behemoth_PAIN1"
}

State {
 ID = "Behemoth_ATK1"
 Sprite = "BOSS"
 Frame = 32772
 Tics = 2
 Action = "A_FaceTarget"
 Next state = "Behemoth_ATK2"
}

State {
 ID = "Behemoth_ATK2"
 Sprite = "BOSS"
 Frame = 32772
 Tics = 5
 Action = "A_FaceTarget"
 Next state = "Behemoth_ATK3"
}

State {
 ID = "Behemoth_ATK3"
 Sprite = "BOSS"
 Frame = 32772
 Tics = 2
 Action = "A_FaceTarget"
 Next state = "Behemoth_ATK4"
}
State {
 ID = "Behemoth_ATK4"
 Sprite = "BOSS"
 Frame = 32772
 Tics = 2
 Action = "A_FaceTarget"
 Next state = "Behemoth_ATK5"
}
State {
 ID = "Behemoth_ATK5"
 Sprite = "BOSS"
 Frame = 32772
 Tics = 2
 Action = "A_FaceTarget"
 Next state = "Behemoth_ATK1"
}

State {
 ID = "Behemoth_DIE1"
 Sprite = "BOSS"
 Frame = 32772
 Tics = 2
 Next state = "Behemoth_DIE2"
}

State {
 ID = "Behemoth_DIE2"
 Sprite = "BOSS"
 Frame = 32772
 Tics = 5
 Next state = "Behemoth_DIE3"
}

State {
 ID = "Behemoth_DIE3"
 Sprite = "BOSS"
 Frame = 32772
 Tics = 2
 Next state = "Behemoth_DIE4"
}
State {
 ID = "Behemoth_DIE4"
 Sprite = "BOSS"
 Frame = 32772
 Tics = 2
 Next state = "Behemoth_DIE5"
}
State {
 ID = "Behemoth_DIE5"
 Sprite = "BOSS"
 Frame = 32772
 Tics = 2
 Next state = "Behemoth_DIE6"
}

State {
 ID = "Behemoth_DIE6"
 Sprite = "BOSS"
 Frame = 32772
 Tics = 5
 Next state = "Behemoth_DIE7"
}

State {
 ID = "Behemoth_DIE7"
 Sprite = "BOSS"
 Frame = 32772
 Tics = 2
 Next state = "Behemoth_DIE8"
}
State {
 ID = "Behemoth_DIE8"
 Sprite = "BOSS"
 Frame = 32772
 Tics = 2
 Next state = "Behemoth_DIE9"
}
State {
 ID = "Behemoth_DIE9"
 Sprite = "BOSS"
 Frame = 32772
 Tics = 2
 Next state = "NULL"


Model {
 State = "Behemoth_LOOK1"
 Flags = dim
 Inter = 0
 Md2 { File = "Data\jDoom\Models\Actors\Behemoth\Behemoth.md2"
   Frame = "Idle000"
   Skin file = "Data\jDoom\Models\Actors\Behemoth\Behemoth.png"
   Shiny skin = "Common/Shiny.png"
   Shiny = 0.66
   Shiny color = { 0.15 0.15 0.15 }
 }
}
*Model { State = "Behemoth_LOOK1"     Inter = 0       Md2 { Frame = "Idle000" } }
*Model { State = "Behemoth_LOOK2"     Inter = 0       Md2 { Frame = "Idle001" } }
*Model { State = "Behemoth_LOOK3"     Inter = 0       Md2 { Frame = "Idle002" } }
*Model { State = "Behemoth_LOOK4"     Inter = 0       Md2 { Frame = "Idle003" } }
*Model { State = "Behemoth_RUN1"    Inter = 0       Md2 { Frame = "MOVE000" } }
*Model { State = "Behemoth_RUN2"    Inter = 0       Md2 { Frame = "MOVE001" } }
*Model { State = "Behemoth_RUN3"    Inter = 0       Md2 { Frame = "MOVE002" } }
*Model { State = "Behemoth_RUN4"    Inter = 0       Md2 { Frame = "MOVE003" } }
*Model { State = "Behemoth_RUN5"    Inter = 0       Md2 { Frame = "MOVE004" } }
*Model { State = "Behemoth_RUN6"    Inter = 0       Md2 { Frame = "MOVE005" } }
*Model { State = "Behemoth_PAIN1"    Inter = 0       Md2 { Frame = "PAIN000" } }
*Model { State = "Behemoth_PAIN2"    Inter = 0       Md2 { Frame = "PAIN001" } }
*Model { State = "Behemoth_PAIN3"    Inter = 0       Md2 { Frame = "PAIN002" } }
*Model { State = "Behemoth_ATK1"    Inter = 0         Md2 { Frame = "Attack000" } }
*Model { State = "Behemoth_ATK2"    Inter = 0         Md2 { Frame = "Attack001" } }
*Model { State = "Behemoth_ATK3"    Inter = 0         Md2 { Frame = "Attack002" } }
*Model { State = "Behemoth_ATK4"    Inter = 0         Md2 { Frame = "Attack003" } }
*Model { State = "Behemoth_ATK5"    Inter = 0         Md2 { Frame = "Attack004" } }
*Model { State = "Behemoth_DIE1"    Inter = 0         Md2 { Frame = "Death000" } }
*Model { State = "Behemoth_DIE2"     Inter = 0       Md2 { Frame = "Death001" } }
*Model { State = "Behemoth_DIE3"    Inter = 0       Md2 { Frame = "Death002" } }
*Model { State = "Behemoth_DIE4"    Inter = 0       Md2 { Frame = "Death003" } }
*Model { State = "Behemoth_DIE5"    Inter = 0       Md2 { Frame = "Death004" } }
*Model { State = "Behemoth_DIE6"    Inter = 0       Md2 { Frame = "Death005" } }
*Model { State = "Behemoth_DIE7"    Inter = 0       Md2 { Frame = "Death006" } }
*Model { State = "Behemoth_DIE8"    Inter = 0       Md2 { Frame = "Death007" } }
*Model { State = "Behemoth_DIE9"    Inter = 0       Md2 { Frame = "Death008" } }


de paso el cacodemon:

#>
_____________
CACODEMON
¯¯¯¯¯¯¯¯¯¯¯¯¯

<#

State {
 ID = "cacodemon_LOOK1"
 Sprite = "HEAD"
 Frame = 0
 Tics = 5
 Action = "A_Look"
 Next state = "cacodemon _LOOK2"
}

State {
 ID = "cacodemon _LOOK2"
 Sprite = "HEAD"
 Frame = 0
 Tics = 5
 Action = "A_Look"
 Next state = "cacodemon _LOOK3"
}

State {
 ID = "cacodemon _LOOK3"
 Sprite = "HEAD"
 Frame = 0
 Tics = 5
 Action = "A_Look"
 Next state = "cacodemon _LOOK4"
}

State {
 ID = "cacodemon _LOOK4"
 Sprite = "HEAD"
 Frame = 0
 Tics = 5
 Action = "A_Look"
 Next state = "cacodemon _LOOK5"
}


State {
 ID = "cacodemon_LOOK5"
 Sprite = "HEAD"
 Frame = 0
 Tics = 5
 Action = "A_Look"
 Next state = "cacodemon _LOOK6"
}

State {
 ID = "cacodemon _LOOK6"
 Sprite = "HEAD"
 Frame = 0
 Tics = 5
 Action = "A_Look"
 Next state = "cacodemon _LOOK7"
}

State {
 ID = "cacodemon _LOOK7"
 Sprite = "HEAD"
 Frame = 0
 Tics = 5
 Action = "A_Look"
 Next state = "cacodemon _LOOK8"
}

State {
 ID = "cacodemon _LOOK8"
 Sprite = "HEAD"
 Frame = 0
 Tics = 5
 Action = "A_Look"
 Next state = "cacodemon _LOOK1"
}

State {
 ID = "cacodemon_RUN1"
 Sprite = " HEAD "
 Frame = 32772
 Tics = 2
 Action = "A_Chase"
 Next state = "Behemoth_RUN2"
}

State {
 ID = "cacodemon_RUN2"
 Sprite = " HEAD "
 Frame = 32772
 Tics = 5
 Action = "A_Chase"
 Next state = "Behemoth_RUN3"
}

State {
 ID = "cacodemon_RUN3"
 Sprite = " HEAD "
 Frame = 32772
 Tics = 2
 Action = "A_Chase"
 Next state = "Behemoth_RUN4"
}

State {
 ID = "cacodemon_RUN4"
 Sprite = " HEAD "
 Frame = 32772
 Tics = 5
 Action = "A_Chase"
 Next state = "cacodemon_RUN5"
}

State {
 ID = "cacodemon_RUN5"
 Sprite = " HEAD "
 Frame = 32772
 Tics = 2
 Action = "A_Chase"
 Next state = "cacodemon_RUN6"
}

State {
 ID = "cacodemon_RUN6"
 Sprite = " HEAD "
 Frame = 32772
 Tics = 5
 Action = "A_Chase"
 Next state = "cacodemon_RUN7"
}
State {
 ID = "cacodemon_RUN7"
 Sprite = " HEAD "
 Frame = 32772
 Tics = 2
 Action = "A_Chase"
 Next state = "cacodemon_RUN8"
}

State {
 ID = "cacodemon_RUN8"
 Sprite = " HEAD "
 Frame = 32772
 Tics = 5
 Action = "A_Chase"
 Next state = "cacodemon_RUN1"
}

State {
 ID = "cacodemon_PAIN1"
 Sprite = " HEAD "
 Frame = 32772
 Tics = 2
 Action = "A_Pain"
 Next state = "cacodemon_PAIN2"
}

State {
 ID = "cacodemon_PAIN2"
 Sprite = " HEAD "
 Frame = 32772
 Tics = 5
 Action = "A_Pain"
 Next state = "cacodemon_PAIN3"
}

State {
 ID = "cacodemon_PAIN3"
 Sprite = "HEAD"
 Frame = 32772
 Tics = 2
 Action = "A_Pain"
 Next state = "cacodemon_PAIN1"
}

State {
 ID = "cacodemon_ATK1"
 Sprite = "HEAD"
 Frame = 32772
 Tics = 2
 Action = "A_FaceTarget"
 Next state = "cacodemon_ATK2"
}

State {
 ID = "cacodemon_ATK2"
 Sprite = "HEAD"
 Frame = 32772
 Tics = 5
 Action = "A_FaceTarget"
 Next state = "cacodemon_ATK3"
}

State {
 ID = "cacodemon_ATK3"
 Sprite = "HEAD"
 Frame = 32772
 Tics = 2
 Action = "A_FaceTarget"
 Next state = "cacodemon_ATK4"
}
State {
 ID = "cacodemon_ATK4"
 Sprite = "HEAD"
 Frame = 32772
 Tics = 2
 Action = "A_FaceTarget"
 Next state = "cacodemon_ATK5"
}
State {
 ID = "cacodemon_ATK5"
 Sprite = "HEAD"
 Frame = 32772
 Tics = 2
 Action = "A_FaceTarget"
 Next state = "cacodemon_ATK6"
}

State {
 ID = "cacodemon_ATK6"
 Sprite = "HEAD"
 Frame = 32772
 Tics = 2
 Action = "A_FaceTarget"
 Next state = "cacodemon_ATK7"
}

State {
 ID = "cacodemon_ATK7"
 Sprite = "HEAD"
 Frame = 32772
 Tics = 2
 Action = "A_FaceTarget"
 Next state = "cacodemon_ATK1"
}

State {
 ID = "cacodemon_DIE1"
 Sprite = "HEAD"
 Frame = 32772
 Tics = 2
 Next state = "cacodemon_DIE2"
}

State {
 ID = "cacodemon_DIE2"
 Sprite = "HEAD"
 Frame = 32772
 Tics = 5
 Next state = "cacodemon_DIE3"
}

State {
 ID = "cacodemon_DIE3"
 Sprite = "HEAD"
 Frame = 32772
 Tics = 2
 Next state = "cacodemon_DIE4"
}
State {
 ID = "cacodemon_DIE4"
 Sprite = "HEAD"
 Frame = 32772
 Tics = 2
 Next state = "cacodemon_DIE5"
}
State {
 ID = "cacodemon_DIE5"
 Sprite = "HEAD"
 Frame = 32772
 Tics = 2
 Next state = "cacodemon_DIE6"
}

State {
 ID = "cacodemon_DIE6"
 Sprite = "HEAD"
 Frame = 32772
 Tics = 5
 Next state = "cacodemon_DIE7"
}

State {
 ID = "cacodemon_DIE7"
 Sprite = "HEAD"
 Frame = 32772
 Tics = 2
 Next state = "cacodemon_DIE8"
}
State {
 ID = "cacodemon_DIE8"
 Sprite = "HEAD"
 Frame = 32772
 Tics = 2
 Next state = "NULL"

Model {
 State = "cacodemon_LOOK1"
 Flags = dim
 Inter = 0
 Md2 { File = "Data\jDoom\Models\Actors\cacodemon\cacodemon.md2"
   Frame = "Idle000"
   Skin file = "Data\jDoom\Models\Actors\cacodemon\cacodemon.png"
   Shiny skin = "Common/Shiny.png"
   Shiny = 0.66
   Shiny color = { 0.15 0.15 0.15 }
 }
}
*Model { State = "Behemoth_LOOK1"    Inter = 0    Md2 { Frame = "Idle000" } }
*Model { State = "Behemoth_LOOK2"     Inter = 0    Md2 { Frame = "Idle001" } }
*Model { State = "Behemoth_LOOK3"     Inter = 0    Md2 { Frame = "Idle002" } }
*Model { State = "Behemoth_LOOK4"     Inter = 0    Md2 { Frame = "Idle003" } }
*Model { State = "Behemoth_LOOK5"     Inter = 0    Md2 { Frame = "Idle004" } }
*Model { State = "Behemoth_LOOK6"     Inter = 0    Md2 { Frame = "Idle005" } }
*Model { State = "Behemoth_LOOK7"     Inter = 0    Md2 { Frame = "Idle006" } }
*Model { State = "Behemoth_LOOK8"     Inter = 0    Md2 { Frame = "Idle007" } }
*Model { State = "Behemoth_RUN1"    Inter = 0    Md2 { Frame = "MOVE000" } }
*Model { State = "Behemoth_RUN2"    Inter = 0    Md2 { Frame = "MOVE001" } }
*Model { State = "Behemoth_RUN3"    Inter = 0    Md2 { Frame = "MOVE002" } }
*Model { State = "Behemoth_RUN4"    Inter = 0    Md2 { Frame = "MOVE003" } }
*Model { State = "Behemoth_RUN5"    Inter = 0    Md2 { Frame = "MOVE004" } }
*Model { State = "Behemoth_RUN6"    Inter = 0    Md2 { Frame = "MOVE005" } }
*Model { State = "Behemoth_RUN7"    Inter = 0    Md2 { Frame = "MOVE006" } }
*Model { State = "Behemoth_RUN8"    Inter = 0    Md2 { Frame = "MOVE007" } }
*Model { State = "Behemoth_PAIN1"    Inter = 0    Md2 { Frame = "PAIN000" } }
*Model { State = "Behemoth_PAIN2"    Inter = 0    Md2 { Frame = "PAIN001" } }
*Model { State = "Behemoth_PAIN3"    Inter = 0    Md2 { Frame = "PAIN002" } }
*Model { State = "Behemoth_ATK1"    Inter = 0    Md2 { Frame = "Attack000" } }
*Model { State = "Behemoth_ATK2"    Inter = 0    Md2 { Frame = "Attack001" } }
*Model { State = "Behemoth_ATK3"    Inter = 0    Md2 { Frame = "Attack002" } }
*Model { State = "Behemoth_ATK4"    Inter = 0    Md2 { Frame = "Attack003" } }
*Model { State = "Behemoth_ATK5"    Inter = 0    Md2 { Frame = "Attack004" } }
*Model { State = "Behemoth_ATK6"    Inter = 0    Md2 { Frame = "Attack005" } }
*Model { State = "Behemoth_ATK7"    Inter = 0    Md2 { Frame = "Attack006" } }
*Model { State = "Behemoth_DIE1"    Inter = 0    Md2 { Frame = "Death000" } }
*Model { State = "Behemoth_DIE2"     Inter = 0    Md2 { Frame = "Death001" } }
*Model { State = "Behemoth_DIE3"    Inter = 0    Md2 { Frame = "Death002" } }
*Model { State = "Behemoth_DIE4"    Inter = 0    Md2 { Frame = "Death003" } }
*Model { State = "Behemoth_DIE5"    Inter = 0    Md2 { Frame = "Death004" } }
*Model { State = "Behemoth_DIE6"    Inter = 0    Md2 { Frame = "Death005" } }
*Model { State = "Behemoth_DIE7"    Inter = 0    Md2 { Frame = "Death006" } }
*Model { State = "Behemoth_DIE8"    Inter = 0    Md2 { Frame = "Death007" } }
"Vivimos en una sociedad profundamente dependiente de la ciencia y la tecnología y en la que nadie sabe nada de estos temas." -Carl Sagan

IGMAR MASTERMIND

"Vivimos en una sociedad profundamente dependiente de la ciencia y la tecnología y en la que nadie sabe nada de estos temas." -Carl Sagan

Eye del Cul

¿Qué es, un monstruo modificado para Jdoom?
«Porque buscar a alguien patético en Internet es como buscar caballos en un establo: encontrarás alguno, seguramente» -- Phobos Anomaly

IGMAR MASTERMIND

perdon,crei que era tema olvidado,si es el baron de doom 3 y d3 cacodemon(despues voy por el cyberdemon),planeo agregar cientificos y civiles,(con mas estudio) y tal vez el PDA(como d3ongzdoom+revenge of evil), porque al ver el vinculo que me dio [MKII]Scorpion, con un ded todo es posible :P
"Vivimos en una sociedad profundamente dependiente de la ciencia y la tecnología y en la que nadie sabe nada de estos temas." -Carl Sagan