1986 Pokemon Emerald %28u%29%28trash Man | Plus |
The world of Pokémon ROM hacks is vast and diverse, with creators constantly pushing the boundaries of what's possible within the classic Pokémon games. Among these, one particular hack stands out for its sheer audacity and uniqueness: "1986 Pokémon Emerald (U) (Trash Man)". This hack, based on the beloved Pokémon Emerald, turns the traditional Pokémon experience on its head by integrating a character known as "Trash Man" and altering the game's setting to a post-apocalyptic or dystopian theme, seemingly inspired by or directly involving elements from 1986. Pokémon Emerald, released in 2005, is a classic Game Boy Advance title that many consider one of the best in the Pokémon series. Its engaging storyline, coupled with the introduction of double battles and multiplayer features, made it a hit among gamers. The game's success led to a community of fans creating ROM hacks, modifications that change the game's content, mechanics, or both. The Emergence of "1986 Pokémon Emerald (U) (Trash Man)" The "1986 Pokémon Emerald (U) (Trash Man)" hack is an unusual creation that likely emerged from the desire to blend the classic Pokémon formula with a completely different aesthetic and possibly storyline. The inclusion of "1986" in the title might reference a thematic or stylistic influence from that year or could simply be part of the hack's title for reasons known only to its creator.

Cool, Good Job!
#2 posted by
kalango on 2020/01/14 15:15:32
I'll probably maintain my fork still, but I'll probably get some queues from this, thanks!
Btw I'm not really doing anything for QuakeForge, just forking their initial code. I have my own roadmap for this, which might be more Hexen II focused.
#3 posted by
misc_ftl on 2020/01/15 17:42:39
Does this generate the bunch of QC code necessary to map frames? :D

Not Really
#4 posted by
kalango on 2020/01/17 16:09:41
But thats a good idea. When exporting is done I might add that in eventually.

Exporter Released
#5 posted by
kalango on 2020/02/18 01:52:45
Alright, just in time for the Blender 2.82 export is done. Big thanks to @Khreator for giving a great insight into exporting issues.
List of features:
+ Export support
+ Support for importing/exporting multiple skins
+ Better scaling adjustments, eyeposition follows scale factor
This is still considered an alpha release. But it should be good enough.
For info, roadmap and download you can visit
https://github.com/victorfeitosa/quake-hexen2-mdl-export-import

What Is Ask Myself
#7 posted by
wakey on 2020/03/04 00:36:49
for a long time now: Would it be possible to save a blender physics simulation as frame animated .mdl/.md3?

#7
#8 posted by
chedap on 2020/03/04 03:28:44
Enable MDD export addon. Export your simulation to MDD. Remove the sim from the object. Import MDD back into your object. You now have all of your sim frames as separate shape keys, ready to export to .mdl

Actually
#9 posted by
chedap on 2020/03/04 04:19:34
Disregard that. It works fine without any of that extra voodoo, just export whatever straight to .mdl

Niiiice
#10 posted by
wakey on 2020/03/15 18:45:39
Then let's think about practical use cases.
First think that comes to my mind are death animations, sagging bodies.
Explosion debrie might also work out.
I guess anything fluidic is out of question, like a tiling wave simulation anim.
What else comes to mind?
#11 posted by
misc_ftl on 2020/03/16 16:21:57
Flags, fire, chains, breaking doors, breaking walls, etc.