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id Tech 4 Textures / Re: How to works with decals?
« Last post by bitterman on April 29, 2017, 09:54:07 AM »
... and seems like only for brushes  :(

For actors I can generate decals only via idProjectile (but this is more powerful thing with wound&splat decals and smoke particles).

Something like static stretched plasma's projectile.
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id Tech 4 Textures / Re: How to works with decals?
« Last post by bitterman on April 29, 2017, 04:35:01 AM »
Thanks, it's works.

After some experiments:
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Content for Games/etc. / Re: Building a Library of Images for Everyone
« Last post by Eric Matyas on April 28, 2017, 10:47:46 AM »
I've just uploaded about 70 new seamless metal textures. All are 2048X2048. Some have a "camo" look and might work well for military-themed objects. Others have intriguing patterns that might look cool in fantasy-based things. And some are just plain weird looking, but what the heck...give them a look. Hopefully some of them will be helpful.

http://soundimage.org/txr-metal/

(Scroll down...they live toward the bottom of the page.)

More are on the way.  :-)
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id Tech 4 Textures / Re: How to works with decals?
« Last post by argoon on April 27, 2017, 09:21:21 PM »
It's not about how to create material for decals.

It's about when/how it can be generated/placed on the surface.

E.g. is it possible to draw decals (like scratch, dirt etc) if one brush/model collide/dropdown/touch with others?

In vanilla assets I see decals only for projectiles (like bullets).
If it collide with brush then engine generate a decal, which is defined in projectile.def.

What entities (except projectiles) can generate decals? How type of collision allowed for decals?

Thanks.

P.S. On modwiki I see link to 'Alphabet Decals manual' but it sends in nowhere ((


Is func_splat what you are looking for?

Btw Grimm has a custom system to splat decals on surfaces you could see how it was done.   
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id Tech 4 Textures / How to works with decals?
« Last post by bitterman on April 27, 2017, 10:18:19 AM »
It's not about how to create material for decals.

It's about when/how it can be generated/placed on the surface.

E.g. is it possible to draw decals (like scratch, dirt etc) if one brush/model collide/dropdown/touch with others?

In vanilla assets I see decals only for projectiles (like bullets).
If it collide with brush then engine generate a decal, which is defined in projectile.def.

What entities (except projectiles) can generate decals? How type of collision allowed for decals?

Thanks.

P.S. On modwiki I see link to 'Alphabet Decals manual' but it sends in nowhere ((


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id Tech 4 Mods / Re: Best custom AI mods for Doom 3?
« Last post by The Happy Friar on April 26, 2017, 09:52:54 PM »
There was some script mods a while back for pack ai & a bot, but that's all I remember off hand.

I never found the so any more stupid then other shooters of the era. 

Ai could be enhanced with new animations but 95% of all game ai have the same Abilities as doom 3.

The big change with d3 vs other games was the aas system.  Most games even years later still used the same method as doom 1 and quake 1 for monster pathing.  In doom 3 the aas tells the ai how to go around obstacles vs just beelining straight to you.  Of course if there's a straight line that's what they will take.  :)
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id Tech 4 Mods / Re: Best custom AI mods for Doom 3?
« Last post by xyzz on April 26, 2017, 04:11:41 PM »
I was hoping for a mod that changes the AI of the defeault Doom 3 enemies, not necessarily  all the creatures, because some are made to be dumb. But guys like Z-Secs.
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id Tech 4 Mods / Re: Best custom AI mods for Doom 3?
« Last post by argoon on April 25, 2017, 09:00:48 PM »
Hello welcome to the forum :)

Don't know if any AI mod exist but IMO The dark Mod has the best custom AI system but is not a Doom 3 mod anymore ( it still uses idtech 4 but modified), so i don't think this is what you wanted.
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id Tech 4 Mods / Best custom AI mods for Doom 3?
« Last post by xyzz on April 25, 2017, 07:15:43 PM »
Hi everyone.

I've seen there are some mods that change the way the AI works in Doom 3. Strelok's Denton's and a few others.

My question is, which ones have actually the smarter AI. I was used with playing with Denton's mod.

Thanks
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id Tech 4 Textures / Re: Lightsaber material in D3
« Last post by The Happy Friar on April 24, 2017, 09:37:46 PM »
Sweet.  Needs a light that uses the correct color so it glows a bit.  But nice looking.  :)
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