What?
A version of the Marathon Infinity shapes with all landscapes and the Water, Lava, Sewage, and Pfhor texture sets replaced with their Marathon 2 counterparts, which, as I showed in a submission to the Marathon’s Story page, serve as the basis for almost all of the Infinity versions. (Even the Jjaro set? As it happens, yes; more than half of it is based on the Sewage set. I did not rearrange the order of textures in that image at all.)
Why?
Primarily to make texturing for Marathon 2 a lot more convenient – you can just swap the shapes file between Marathon Infinity and Marathon 2 in Weland’s preferences rather than also having to change the scenario as well. Also, Vasara gets unhappy if the Jjaro texture set isn’t present; the Landscapes start to glitch out. (I don’t use Visual Mode.lua that much, but I seem to recall it having issues as well.)
Beyond that, this enables players to play through Infinity with Marathon 2 textures if they want to. I think the games are better with their intended textures, but it can be a neat experience to play Infinity with M2 textures at least once. (If nothing else, levels often match their terminal graphics better!)
By whom?
Sharkie copied the textures and the 8-bit landscapes over; I redid the true-color landscapes myself because I noticed issues with their palettes. The original graphics, of course, are by J. Reginald Dujour (Marathon 1), Mark Bernal and Robert McLees (Marathon 2), and Randy Reddig, David Longo, Colin Kawakami, and Beth Ulman (Marathon Infinity).
First release.
This is the 1996 CD "Pfhrenzy" found on the Macintosh Repository here.
There was some interest in this CD on the Marathon Discord server when I pointed out this CD. Not everyone wanted to bother with emulating Mac OS, but they still wanted to see the maps at least, which can be played with modern Aleph One. Thus, I emulated it myself, and transferred all the files off of the CD and zipped them up for people to look over on whatever OS they preferred.
For this reason, most of the files will look weird or not work at all on Windows or Linux, or perhaps even Mac. I have done nothing to the files themselves aside from put them through 7zip.
At MacWorld 1996, Power Computing (a popular Macintosh clone manufacturer in the mid-1990’s) released a CD-ROM called “PowerComputing The Disc 2”.
This contained a special demo of Marathon 2. Instead of the normal sprites for Bob, there was instead special sprites of the Director of Evangelism of Power Computing, Bob LeVitus. Also included with the demo was a Shapes file that could be used with the full version of the game.
I was surprised that this wasn't already ported to Aleph One so, I've rectified that.
Questions, comments, bugs? Post on the Pfhorums:
http://pfhorums.com/viewtopic.php?f=13&t=53549
1.0: Initial release
"Thresholds of Rite" is a level built for Tempus Irae in the style of a Wolfenstein 3D level -- that is to say, no variation in floor or ceiling height (save for obstacles). It has slightly modified textures and physics, along with a new NEFX music track that plays in-game (if you have music turned on).
To get the track to run, just drag the Music folder into your Tempus Irae folder along with the map and it should run. If it doesn’t for whatever reason, say so in the comments. If nothing else, you can just listen to the music separately, loop it on a media player while you play, or simply go without.
Much thanks to Windbreaker for helping me with a lot of the technical hurdles, as well as playing through the level and offering a couple of good tips in design. You are a true comrade.
A plugin for the original weapons-in-hand graphics for Aleph One, featuring: - Different looking muzzle flash with blended edges. - Motion blur on certain frames, including bullet shells and the fists. - An optional translucent scope effect for the magnum.
Works with both Marathon 2 and Marathon Infinity!
It's not too late to finish that "under construction" web page you started in 1997! Add some class to your Myspace with a rapid-firing Trooper or Explodabob. Every multi-frame sequence from the Infinity Shapes file is included.
Animates the water with a 24 frame animation.
Only for water set so far. It needs to be activated last, since the last activated plugin gets priority.
0.2 Moved the animated water from my water set to this plugin.
This plugin replaces all the textures in marathon infinity's water set with 512x512 versions. I have sought to stay true to the originals and I hope it shows. Version 2 includes major updates to all textures. Bump maps are now supported. Make sure to check that out!
2.0 Updates to all textures and new bump maps.
2.01 Fixed missing light on switch
2.1 Added animated water. Replaced bitmap 07 with png to fix color issue.
2.2 Updated Read Me. Moved animated water to a separate plugin.
This plugin replaces some textures with those found in the Marathon 2 Preview.
The Marathon 2 Preview was released before the Marathon 2 Demo, and contains different textures, weapons and sprites than in the full game, and in some cases, the demo.
I highly recommend that you use Marathon 2 Textures with this plugin. Aleph One 1.0 also recommended.
-- Special Thanks to Hopper for converting the M2 Preview Shapes to Aleph One Format
For more info on the M2 Preview, check out the Marathon Story Page:
http://marathon.bungie.org/story/
Check out Hopper's converted M2 Preview Shapes on the Pfhorums:
http://www.pfhorums.com/index.php?showtopic=12942&pid=99607&st=0&#entry99607
Any questions or comments? You can contact me on the Pfhorums.
http://www.pfhorums.com/
v2.1 to 2.2
v2.0 to 2.1
v1.0 to v2.0 - Completely replaced all bitmaps, using Hopper's converted M2 Preview Shapes (The screenshot method was worth it :))
Made this shapes file really quickly in ShapeFusion, they hopefully will interest someone who did not find MI's default color palette for players to be to their liking.
I would do this for M2 as well, but the HD players are just too nice, and recoloring them would kill me. Although if there is a way to recolor them instantly, it would be much appreciated to know.
first release.
These Shapes files are for use with Marathon 2: Durandal or Marathon Infinity, and are edited to make certain bitmaps glow. Muzzle flashes, explosions, projectiles, monsters, scenery lights, and liquid splashes will now glow. Both Shapes files will work with either Scenario. OpenGL (Shader) is required to experience the full effect.
Comes in both Infinity and M2 textures!
Instructions:
Place the Radiance Shapes folder within your Aleph One directory.
Select either Radiance Shapes file in your Environment Preferences.
Make sure you are using the OpenGL (Shader) Renderer, and that Bloom Effects are turned on in the Graphics Preferences.
Eventually, I'd like to make this into a Plugin.
Initial Release. These were named the Extra Bloom Shapes at one time. Nothing's really changed about them except the name since then.
Physics model, the last of many I've made. Here are the changes: --Pistol: No change (although a little buggy with the shapes) --shotgun: Now shoots flame rounds --Fusion: bolts look different, but function basically the same. --AR: shoots orange drone bolts, grenades bounce and have bigger, blue explosions. --SMG: shoots persistent/virulent bolts that act like grenades. Looks really cool, my favorite weapon. --Flamer: shoots a beam of fire that looks like the alien weapon from M2/Inf. --Rocket: Wave Motion Cannon. Persistent and virulent, looks like a giant fusion bolt and has a huge blast radius.
Also comes with Kimblee_Shapes, the shapes file needed to run it properly, otherwise you'll just get wierdly colored sprites.
Versions 1-14 i kept to myself, but it is still a work in progress and as such any suggestions are welcome. I have some older physics models i made, and if anyone wants them i will upload those too.
This is a high resolution landscape plugin for Marathon Infinity. It replaces all landscapes with 2048x1080 PNG versions.
Please note, these landscapes are also released at 4096x2160. http://www.simplici7y.com/items/gorans-highres-landscape-plugin
Feedback: http://www.pfhorums.com/index.php?showtopic=5741
1.0 First Release.
This is a high resolution landscape plugin for Marathon Infinity. It replaces all landscapes with 4096x2160 PNG versions.
Please note, if your copmputer have difficulties at using these large landscapes, there's an alternative download, where all landscapes have been reduced to 2048x1080. Check out: http://www.simplici7y.com/items/gorans-highres-2048x1080-landscapes-plugin
Feedback: http://www.pfhorums.com/index.php?showtopic=5741
1.0 First Release
1.01 Fixed MML Error
1.2 Changed image type from DDS to PNG to improve overall image quality. Gradients are now much smoother.
This is a script, physics model, and shapes file that, when all are loaded, simulates being a drone (IMPORTANT: Make sure the map you are using doesn't have a physics model merged). Use the mic key (spacebar is good) to move and look up or down to change altitude. when the mic key is off, you are stationary and cannot move. Use the cycle weapons forward and backward to dodge right and left (dodging is pretty buggy at the moment, working on a solution). The more repair chips you have (uplink chips), the faster you will regenerate health. The drone bolts you fire have a homing system that homes towards the last enemy you aimed at (to turn this off, open the script and set "enabled" to "false"). I'm working on making this multiplayer, but for now that is totally a NO. KNOWN BUGS: when you land on the floor, you usually are stuck there and cannot go up again, but you can still move around on the level you are at (if you go off a ledge or go up a level (floor-wise) you'll be able to take off again).
Once I'll be satisfied with how this one turns out, I'll move on to a juggernaut one.
The President's Eternal Shapes
This is an edited Eternal X v110b3 Shapes file. It replaces some of the Marine bitmaps with new ones that match the weapon being held.
Messed with some color tables in EVIL to get the Marine's Pfhor Staff graphics, and also a less pixellated version of the weapon's item graphic.
Replaced the Havoc Rifle's grenade clip item with a cleaner version.
Both the Napalm Canister's and the Pistol Clip's bitmaps have smoother ones in their place, though I don't think they were used.
Added 3 new bitmaps to the Nightmare sequences. It can now appear diagonally from behind.
Changed the colors of the Pfhor Staff water scenery item to match the monster's theme. I'm not sure if this was used in the game, though.
Experimental. Changed the color of one of the alien scenery lamps (The one that looks like a staff crystal) to match the Pfhor Staff's. NOTE: Two files are included in this folder. The one marked with a * contains the latter changes. Try them both and see what you think.
"Play on Carnage or not at all."
A shapes file that replaces the marine's pistol graphics with dual assault rifle graphics.
Also takes advantage of the Extra Bloom Plugin by adding glow to weapons firing, ceiling lights etc.
Folder also includes files for Floating X HUD; replacements for the pistols in the weapons manifest, making them dual assault rifles.
The Rambo XXXIII physics file from the Anvil sample models is also included.
Deleted glow in the wall collections, which was interfering with High-Res textures.