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id Tech 4 Textures / Re: Light material question
« Last post by Phrozo on Today at 10:34:18 AM »
Particles will render solid black if the material being referenced can't be found or if the material is faulty. Some of the stock particles are broken but aren't used in game.
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MrC : i only have bsp ...
i made two mod using client dlls from opposing-force and svencoop .
the first is a remake of hl extended with xen maps from blueshift and monsters of opposing force , it is single player .
https://www.instagram.com/p/BQfw9Veg63n/?taken-by=jc_geny

the second is the good old maps of sc 3.0 era... i reworked all of them to remove bugs and added mods i ported like operation black thunder..or adding few maps from azure sheep and decay to the hl story...
i also made an iso with a linux live server... that was ok before these days update...i hope it is still able to run...without any change.. it is perfect for lan with a dedicated server having 4 to 8 Go , there are command lines stored with the use of screen-linux for multi-servers ... mc for browsing and editing files .. i made 3 mapcycles by style but also for the server not to crash because of entities max limit of gold source.. as forum of steam is deleted...there are no more way to get help , advertise and find players ;']   steam-powered but not "every bodies" ....lol

https://www.instagram.com/p/BQfw4UPApt6/?taken-by=jc_geny

https://www.instagram.com/p/BQfw0B1g6tO/?taken-by=jc_geny

like you say : Snehk , idtech4 is far ahead compared to hl engine...plus with sources... ; i start to learn "programming" ...[ i already tried years ago but was a bit killed by missing libs errors or others updates that make old source code not compiling ... like doom3 sources made with vc10 and not well working with next vc...and later..]

i have not very good knowledge of idtech4 engine ..i hope you and others will help updating and adding things to the project .
by now i will write where and what to modify ... that is the best part ;']
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id Tech 4 Textures / Re: Light material question
« Last post by spamclark15 on Today at 01:51:29 AM »
Found it in the particle editor. Why do some particle effects display properly while others create tons of black boxes rather than what I'm assuming is the correct artwork for them?

EDIT: Extracted everything out of the pak files. Apparently the game's editing tools don't like them so I have another copy of the game at C:\doom with everything extracted. Some effects still produce black squares but it's fewer in number.
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id Tech 4 Textures / Re: Light material question
« Last post by Phrozo on Today at 12:14:19 AM »
Hmm, still a bit perplexing. I wish I had Doom 3 installed to see so for myself.

Anyways the beams for the hell portals are made with particles. If you look at those particles in edit mode with the particle editor you should be able to select them and look at each stage to get the materials being used and also the vertex coloring used for that exact green it uses.
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id Tech 4 Engine Coding / Re: D3 GPL MS Community 2013 Ready to Go Compile + Tools
« Last post by MrC on July 26, 2017, 07:54:35 PM »
Instead of adding HL BSP support, I'd simply recommend converting the map,
HL->Quake3->Doom3. It's fiddly but probably the least amount of headache. It'll get the same job done and will come with all the benefits of working with any engine fork. But good luck on whatever route you take.

https://www.fileplanet.com/84799/80000/fileinfo/Half-Life-%3C--%3E-Quake3-.MAP-converter

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id Tech 4 Engine Coding / Re: D3 GPL MS Community 2013 Ready to Go Compile + Tools
« Last post by Snehk on July 26, 2017, 05:43:54 PM »
Doom 3 engine is too far ahead GoldSource to simply make HL levels playable on it, not that much to gain by doing it either.

Engine is already somewhat stable if you're using one of it's forks. Bots would have to be coded though.

You won't need any coding or dlls to reuse monsters and weapons from quake4 in Doom3 (not sure about Prey), scripting would be enough. You'll have to move all the assets to project's directory and script them into the game or re-script existing entities to use those assets.
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id Tech 4 Engine Coding / Re: D3 GPL MS Community 2013 Ready to Go Compile + Tools
« Last post by grml4d on July 26, 2017, 04:30:45 PM »
half life is born from quake ..i saw a lot of tools or viewer or map maker that handle quake [ 1 or 2] and hl maps..
here is one http://www.gildor.org/en/projects/quake2

i would like to have a stronger system for bots and a lot of effects for weapons , plus a stable engine..
i found an other doom3 source code based on bfg , it has few bugs in the graphic rendering..

so today i had a new idea ;']

i want to reuse monsters and weapons of quake4 , roe and prey in the doom3 story
that should be quite easy for me to edit the entities of map like i did with hl maps..

i want to use the marines to replace models of the uac before the disaster and when the doom is started i think of using the stroggs instead of the zombies .. that will make the game "more firepowered" ;']
same with humans of prey ... prey also has some monsters that can fit well the hell ...quake 4 too..
these days i will replay these games and search for spots where to do changes.. i am already thinking that can make a great game ;']

beside monsters , new weapons...that are cool either ...
i think that should be possible if someone is able to create the dll ...
this forum seems to be the best place for finding ..
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id Tech 4 Textures / Re: Light material question
« Last post by spamclark15 on July 26, 2017, 03:29:31 PM »
I ended up not using the extra white blend and have "blend blend" set as the blend type for the 2 lights. After testing it over a wider range of maps it does seem to work properly. The behavior that id gave the lights is unusual, particularly as use of the flashlight makes the default behavior worse, where light colors become a 50/50 mix of both images leaving you with yellow when really even under the flashlight, they should appear red or green and not any other color. I'm guessing it was done in a hurry.
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Content for Games/etc. / Re: Sharing My Music / SFX - Over 900 Tracks
« Last post by Eric Matyas on July 26, 2017, 03:06:59 PM »
Well, it's been another very hectic week, but I managed to get a few more tracks done.

Where I live, the summers are very long (and hot) and I see the stores already putting out the Halloween stuff. I think everyone around here is really over summer and just wishes fall were here. So, in the spirit of fall (well, really of Halloween) I've created:

"Trancyvania_v001" (looping)
"Trancyvania_v002" (looping)
"Trancyvania_v003" (looping)
"Trancyvania_v004" (looping)
http://soundimage.org/funny-3/

I'd love to hear these in a game or a video.

Enjoy!
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id Tech 4 Engine Coding / Re: D3 GPL MS Community 2013 Ready to Go Compile + Tools
« Last post by Snehk on July 26, 2017, 12:01:13 PM »
i looked the source files and saw that some "libraries" can be updated : i uploaded them at this link
https://mega.nz/#F!zIYGkK5b!pXnP_W_Plc5LqFgaMN_2fA

the files are jpeg version 9 while doom3 uses 6 , the network engine : curl and the audio ogg & vorbis .
as i start learning programming , i ask for help to update these main elements...

Perhaps checking the implementation in engine and checking sources for libraries would help to see how much needs to be updated. Though someone better at coding would help you better than me.

i hope to use the idtech4 for playing hl maps ...  O0 8)

You mean Half-Life maps? You can add support for level format, probably easily at that, but there would be several problems. HL levels are compiled into .bsp files, compilers for Half-Life (ZHLT, VHLT) won't give you .proc and .cm required to run the engine on idTech 4. You can try to compile .map file from HL level editors (Sledge, VHE, Worldcraft) with dmap, but I'm not sure if it'd successfully compile. HL level format has numerous cirppling limitations that would make it running on id Tech 4 hard.
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