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Old 12-27-2011, 05:53 PM   #1   Add To Ignore List  
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Default Solais' Mapping Resources Thread (and NoDust mod)

Solais' Mapping Resources Release Thread

So, a new policy of mine, is that I no longer release most of my maps with the separate resources bundled in, but I share them here, for anyone to use.

Policy change: You don't need your maps to be dependent on the pack, you can take whatever you want, just be sure to include them with your map, and credit that they were from this pack.


DOWNLOAD from the Steam Workshop: http://steamcommunity.com/sharedfile.../?id=103407646


Attention! If you have the old resource files, aka NEW_SnowMaterial, NEW_Crates, NEW_Enemies and NEW_Enemies_2, delete them! They are obsolete and mess up the newest version!!! Same about the old versions of the Resource pack, both main files and patch files.

Install: Put the gro files inside Content/SeriousSam3/ .

The Resources file contain these originally separate resources:

NEW Enemy Variations Pack For Serious Sam 3 V0.8.9

Credits to (k) and Mischievous for additional help. Credits to viper45 for the Serious Bomb model used by the Super Kamikaze. Some concepts are by Batandy, NHunter and Devostator.

Description: My old project from SSHD is back! In this pack, I'll try to add new enemy variations to the game, so mappers can use them, and make their maps to have more variations of enemies. The pack includes the AddonTestLevel.wld map for mappers to test the new enemies.

It adds the following enemies:

- Gnaar Male (uses the Gnaar behavior)
- Gnaar Albino (uses the Gnaar behavior)
- Beheaded Firecracker
- Beheaded Bomber
- Beheaded Kamikaze Super (uses the Kamikaze behavior)
- Beheaded Veteran
- Harpy Bloodwing
- Soldier with Laser
- Soldier with Rocket Launcher
- Soldier with Sniper
- Biomechanoid Artillery (Green Major)
- Biomechanoid Sweeper (Red Minor)
- Biomechanoid Minelayer (Green Minor)
- Biomechanoid Seeker (Blue Major)
- Biomechanoid Commando (Black Minor)
- Biomechanoid Striker (Black Major)
- Biomechanoid Eradicator (Purple Major)
- Biomechanoid Desolator (Purple Minor)
- Biomechanoid Volcano (Orange Major)
- Biomechanoid Firestarter (Orange Minor)
- Biomechanoid Commander (Brown Major)
- Arachnoid Terminator
- Arachnoid Matriarch
- Arachnoid Patriarch
- Arachnoid Scorcher
- Arachnoid Wizard (uses Arachnoid General behavior)
- Arachnoid Grenadier
- Arachnoid Kamikaze
- Arachnoid Seeker
- Khnum Knight (Hell Knight remake from Doom; uses the Khnum_Baron behavior)
- Khnum Baron (Baron of Hell remake from Doom)
- AI Drone Mine
- AI Drone Floater
- AI Drone Bomber
- AI Drone Kamikaze
- AI Drone Submarine
- AI Drone U-boat
- Technopolip Black Hawk
- Electric Spider
- Kamikaze Small Spider (uses Kamikaze behavior)
- Soul Eater (by viper45)
- Dream Eater
- Aludran Reptiloid Highlander (DLC Only)
- Aludran Reptiloid Highlander's Bride (DLC Only)

Also adds the following Friendly Scorpions (after all, I'm the man who befriended the Arachnoids):

- Friendly Arachnoid Hatchling
- Friendly Arachnoid Grenadier
- Friendly Arachnoid Kamikaze
- Friendly Arachnoid Seeker
- Friendly Arachnoid Adult
- Friendly Arachnoid Terminator
- Friendly Arachnoid Destructor
- Friendly Golden DRM Scorpion

Known Bugs: They have no Netricsa messages yet, because I don't know how to do them in SS3, or if it's even possible.
The Arachnoid Terminator have a very strange bug, that is a bug in the game, with one of the models: Its model disappears if viewed from far enough.
There are also a few things that cannot be changed yet, due to missing edit data.
New enemies also can't be melee-d.

http://img210.imageshack.us/img210/8051/bigguys.th.png http://img689.imageshack.us/img689/7315/sshot0013.th.png http://img685.imageshack.us/img685/1808/sshot0021.th.png http://img718.imageshack.us/img718/7223/sshot0024.th.png
http://img705.imageshack.us/img705/7122/biomech1.th.png http://img811.imageshack.us/img811/3610/sshot0086.th.png http://img37.imageshack.us/img37/263/sshot0108.th.jpg http://img687.imageshack.us/img687/7061/sshot0110.th.jpg
http://img195.imageshack.us/img195/2834/svlaststand0002.th.png http://img833.imageshack.us/img833/9425/sshot0123.th.png http://img141.imageshack.us/img141/3322/sshot0143.th.png http://img259.imageshack.us/img259/2450/sshot0142.th.png
http://img9.imageshack.us/img9/8531/sshot0145.th.png


NEW Ammo Refill Crates v1.1

Description: What it says on the tin. This resource adds an infinite ammo refill crate for every ammo type. It also adds a +200 Super Health item.

Known Bugs: They have a slight different glow from the original ones, their "insides" glow as well, but not too bad.

http://img593.imageshack.us/img593/2497/sshot0041.th.png http://img194.imageshack.us/img194/6884/sshot0042.th.png http://img51.imageshack.us/img51/9013/sshot0043m.th.png


Snow Material v0.8

Description: For snow themed levels.

Known Bugs: The bullet holes in the snow are slightly green-ish colored for some reason.

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NoDust Mod v0.5

Description: For those who don't like all that dust that is generated by shooting the ground, explosions and the like. Works with the Snow material.
Kind of rough though, as it was just really a quick work.

>>Download Here!!<<
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Last edited by Solais; 12-08-2012 at 01:07 PM.
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Old 12-28-2011, 08:51 AM   #2   Add To Ignore List  
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Default Re: Solais' Mapping Resources Thread

Oh my, Love the Khnum hell-knight reskin! (Yes, chatbox advertising helps )
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Old 12-28-2011, 09:21 AM   #3   Add To Ignore List  
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Default Re: Solais' Mapping Resources Thread

Quite useful... I'm taking some stuff
you will be credited of course, solais. Thanks.
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Old 12-30-2011, 11:34 PM   #4   Add To Ignore List  
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Default Re: Solais' Mapping Resources Thread

Cool pack! Though, I must say, I am disappointed in Croteam for not adding Gnaar Males to the horde...
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Old 12-31-2011, 05:26 AM   #5   Add To Ignore List  
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Default Re: Solais' Mapping Resources Thread

To be honest I'm not, they are mostly useless. That's why they weren't really used in TSE either.
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Old 12-31-2011, 12:10 PM   #6   Add To Ignore List  
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Default Re: Solais' Mapping Resources Thread

They added diversity. That's what's important. Not whether they are useful
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Old 01-01-2012, 03:12 AM   #7   Add To Ignore List  
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Default Re: Solais' Mapping Resources Thread

You can't seem to be able to melee the new enemies.
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Old 01-01-2012, 08:29 AM   #8   Add To Ignore List  
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Default Re: Solais' Mapping Resources Thread

Yes, as I mentioned in the very first post. Melee is hardcoded.
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Old 01-05-2012, 02:15 PM   #9   Add To Ignore List  
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Default Re: Solais' Mapping Resources Thread

Solais, the Baron and Knight variations of the knumh are not working for me. The editor cannot open "Content/SeriousSam3/Presets/Effects/MuzzelFlash/EnemyWeapons/GreenPreparetoFire.pfx".

The file is not present...

Sorry for the disturb.
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Old 01-14-2012, 08:45 AM   #10   Add To Ignore List  
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Default Re: Solais' Mapping Resources Thread

Really nice, Solais pro
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Old 01-14-2012, 09:05 AM   #11   Add To Ignore List  
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Default Re: Solais' Mapping Resources Thread

Quote:
Originally Posted by (k) View Post
Solais, the Baron and Knight variations of the knumh are not working for me. The editor cannot open "Content/SeriousSam3/Presets/Effects/MuzzelFlash/EnemyWeapons/GreenPreparetoFire.pfx".

The file is not present...

Sorry for the disturb.
Holy shit, you're right! I haven't noticed it, because I have the files, and most people have the files as well if they downloaded the Christmas Survivals, but I just noticed that I misplaced a few files to the SnowMaterial resource! Fixing the gro files now!

Quote:
Originally Posted by Rakanishu View Post
Really nice, Solais pro
I knew I know your name from somewhere, I just watched your videos yesterday about my Forgotten Battlefield survival map. Though you've been playing a really outdated version of it.
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Old 01-16-2012, 12:19 PM   #12   Add To Ignore List  
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Default Re: Solais' Mapping Resources Thread

Released the NoDust Mod.
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Old 01-22-2012, 07:10 AM   #13   Add To Ignore List  
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Default Re: Solais' Mapping Resources Thread

Hah. Cool enemys!!! Nice!
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Old 01-22-2012, 07:49 AM   #14   Add To Ignore List  
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Default Re: Solais' Mapping Resources Thread

Thanks. You can of course use these resources for your future maps, but credit me if you do.
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Old 01-31-2012, 02:52 PM   #15   Add To Ignore List  
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Default Re: Solais' Mapping Resources Thread

A New Version of the Enemy Variations Pack have been released!

This pack adds three new Biomechanoids.

So what was always the general idea with custom Biomechas? Paint it a different color, give it a different weapon. I did that in SSHD, and I did that in SS3 as well with the Cannon Walker and with the Minigun Walker, that was never finished because of a bug, and to be honest, hitscan weapons suck.
I decided to screw all that, we have two different models of biomechas now, let's make that a theme. Now we have two models, and three colors. Color decides size and health, and other behavioral schemes.

http://img705.imageshack.us/img705/7122/biomech1.th.png

So in the beginning we had the Biomechanoid Minor, shooting its bursts of lasers.

There was also the Biomechanoid Major, shooting two rockets.

Then I also added the green Biomechanoid Artillery, shooting cannonballs from high above, you maybe already met him on one of my survival maps or in SSHD.

http://img513.imageshack.us/img513/1549/biomech2l.th.png http://img818.imageshack.us/img818/8348/biomech3.th.png http://img717.imageshack.us/img717/2338/biomech4.th.png

The new Biomechanoid Seeker shoots a lot of missiles. But these are plasma missiles, ala the classic SS1 Zumb'ul, they don't hurt that much on their own, though getting a burst in is painful. These can also be shot down easily, so one could ask what is so hard about them. These are Seeker Missiles. Yes. Fortunately, these prone to hit each other, but a bunch of these guys can cause some trouble.

http://img16.imageshack.us/img16/6877/biomech5.th.png http://img24.imageshack.us/img24/337/biomech6.th.png http://img842.imageshack.us/img842/158/biomech7.th.png

The red Biomechanoid Sweeper does what it says on its tinhead: Sweeps the area with its red lasers, not that different than what the old Zorg Commander did, but in a grander scale. Pretty difficult to avoid the lasers, but not impossible. A bunch of these however could cause some troubles.

http://img341.imageshack.us/img341/3608/biomech9.th.png http://img39.imageshack.us/img39/6316/biomech10.th.png http://img217.imageshack.us/img217/1998/biomech8.th.png

And last but not least, we have the green Biomechanoid Minelayer. What it does is simple: Lays mines. These little tiny cannonball-like bombs are shot in a way that most of the time it never hits you in flight. However, unlike most projectiles, these remain on the ground a lot longer than usual, for almost a minute. You can hear their beeping sound, and they are tiny enough to be a trouble for those who don't or can't pay attention to them while in an intensive battle. Leave even one Minelayer alive, and soon your surroundings will be full of mines. However, it can also be an advantage to you: The mines are just as effective against enemies as they are against you.

http://img844.imageshack.us/img844/2404/biomech11.th.png http://img268.imageshack.us/img268/6574/biomech12.th.png http://img806.imageshack.us/img806/4876/biomech13.th.png
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Last edited by Solais; 01-31-2012 at 03:46 PM.
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Old 01-31-2012, 02:58 PM   #16   Add To Ignore List  
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Default Re: Solais' Mapping Resources Thread

The minelayer sounds interesting...
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Old 01-31-2012, 03:17 PM   #17   Add To Ignore List  
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Default Re: Solais' Mapping Resources Thread

For me, having these new puppets in separate directory is somewhat inconvenient, as I found myself continuously switching between Content/Solais/Databases and Content/SeriousSam3/Databases.
But nonetheless, this pack is rather good, I think I could use it in one of my maps... Especially I like the Minelayer :3
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Old 01-31-2012, 03:36 PM   #18   Add To Ignore List  
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Default Re: Solais' Mapping Resources Thread

Even more enemies, but... aren't they a litle bit overcomplicated?

I really enjoyed minigun mechs at times, the idea is pretty simple. Of course too many hitscan enemies around you are not nice, but at least everyone knows what they do and how to use/defeat them.
Also, I loved your Super Kamikaze concept, absolutely perfect.

Will the old new variations be returning? I believe their full potential was not exhausted.
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Old 01-31-2012, 03:37 PM   #19   Add To Ignore List  
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Default Re: Solais' Mapping Resources Thread

I may remake the Super Kamikaze in the future. As for the super-balls-to-wall hard Purple Walker that was made for co-op play only... meh, dunno. Maybe. Same about the Harpy Bloodwing. I'm still thinking about if I want to add those, but if you want them, I may remake them.

Quote:
Originally Posted by Artificia1 View Post
For me, having these new puppets in separate directory is somewhat inconvenient, as I found myself continuously switching between Content/Solais/Databases and Content/SeriousSam3/Databases.
I changed it because of a certain someone to try it out his way. It's not working, just as I guessed, it's inconvenient, like most of his organization methods. I cannot change it anymore though.
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Last edited by Solais; 01-31-2012 at 03:48 PM.
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Old 02-08-2012, 03:26 PM   #20   Add To Ignore List  
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Default Re: Solais' Mapping Resources Thread

New version released. This version has some fixes concerning the Mine-layer, since it was actually quite bugged. Also with the help of (k) and Misch, the Biomechanoid Mine-layer now has an unique launcher and mine model.

Using the Mine model, I also created a new enemy: The Rolling Mine. Based on the still functioning RollingBallPuppet from SS2, these mines will roll at you and will blow you to pieces at first touch, unless you keep them away with constant fire.
http://img811.imageshack.us/img811/3610/sshot0086.th.png
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Old 02-08-2012, 03:58 PM   #21   Add To Ignore List  
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Default Re: Solais' Mapping Resources Thread

Apparently, muzzleflash of minelayer's firing is emitted only from the right arm... Cannot understand the reason, childrens are set correctly : /. Also, the left arm is upside down (the "cilinder-clip" thing is done to face the external) XD

The rolling mine is working very good.
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Last edited by (k); 02-08-2012 at 04:10 PM.
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Old 02-08-2012, 04:59 PM   #22   Add To Ignore List  
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Default Re: Solais' Mapping Resources Thread

Is that muzzleflash bug present in-game as well? Try that, because in the editor, even the normal Blue Walker has the same bug.

I will fix the upside-down-ness in a later patch.
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Old 02-08-2012, 05:31 PM   #23   Add To Ignore List  
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Default Re: Solais' Mapping Resources Thread

it's in the game as well : /
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Old 02-08-2012, 07:30 PM   #24   Add To Ignore List  
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Default Re: Solais' Mapping Resources Thread

Aren't the mines a tad too big But anyhow cool.
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Old 02-08-2012, 07:35 PM   #25   Add To Ignore List  
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Default Re: Solais' Mapping Resources Thread

Quote:
Originally Posted by (k) View Post
it's in the game as well : /
That is really weird. I'll check this myself, if I'm correct, then it's a bug with the regular Blue Walker as well.

Quote:
Originally Posted by Mischievous View Post
Aren't the mines a tad too big But anyhow cool.
They are about the same size as the SS2 ballz, I wanted to make something similar.
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Old 02-09-2012, 04:06 AM   #26   Add To Ignore List  
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Default Re: Solais' Mapping Resources Thread

IMO, they'll look better with shorter spikes.
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Old 02-09-2012, 04:26 AM   #27   Add To Ignore List  
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Default Re: Solais' Mapping Resources Thread

Yeah, tested it, even the official Blue Biomech has the bug with the muzzleflashes. It's barely visible in game, so nobody really noticed it, since it has such an unnoticeable muzzleflash, but it's more glaring with my ones.
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Old 02-09-2012, 06:11 AM   #28   Add To Ignore List  
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Default Re: Solais' Mapping Resources Thread

Quote:
Originally Posted by Artificia1 View Post
IMO, they'll look better with shorter spikes.
They are quite disturbing that way i know lol. Spikes are easily adjusted, But Solais is master of his own puppets

Solais, for the muzzleflash, you can try to remove completely children and particle schemes and re create them from 0.
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Old 02-09-2012, 08:35 AM   #29   Add To Ignore List  
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Default Re: Solais' Mapping Resources Thread

Tried it already. I reported the bug to Croteam though, maybe it will be fixed in a patch.

For the mines, I may or may not change the spikes, I think they look good like this.
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Old 02-11-2012, 07:02 AM   #30   Add To Ignore List  
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Default Re: Solais' Mapping Resources Thread

Ok I done some experiments with your knight and baron khnums... There is some kind of tweak with their walking animation (they walk too fast so their feet skate on the ground, and I cannot seem to be able to adjust animation speed (?)). I tried to change the walking animation from "Walk" to "RunSmall", now it looks a lot better imo. Well, the ground does not tremble anymore and there is no stomp sound, but I tried it on my map, and it seem to look and work better this way. Try to do the same, and see if you like it adjusted like this.
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