Recent Posts

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Content for Games/etc. / Re: Sharing My Music / SFX - Over 900 Tracks
« Last post by Eric Matyas on March 27, 2017, 11:20:55 PM »
Hi everyone,

This week's new free tracks are:

"Cyber Dystopia"_Looping

http://soundimage.org/sci-fi-5/

"Sewer Creepers"_Looping

"Grunge Bot"_Looping

"Breakdown"_Looping

"Countdown"_Looping

http://soundimage.org/sci-fi-4/

I get emails every once in a while from folks who seem to be having a bit of trouble navigating the site. Here are some things to keep in mind that should hopefully help:

1. The titles of the pages in the tan box under the header image are actually links to the various pages. Hover over them to highlight them (a box appears around them) and then click.

2. I think sometimes people are fooled when they click on one of the page links, like for example "Fantasy 3" and nothing seems to happen. But if you look closer, you'll see that the title of the link you clicked on actually turns to bold indicating that you are now on that particular page. Simply scroll down to see the contents of that page. 

3. Since all of the page links appear at the top of every page, it's easy to think that you haven't been taken anywhere after clicking on one of them. Again, notice that the title of the link you clicked on has now turned bold...and you have to scroll down to see the page contents.

Anyhow, I hope that's helpful!  :-)
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id Tech 4 Scripting / Re: Inventory
« Last post by argoon on March 27, 2017, 03:15:05 PM »
Swinging doors are awesome!  :)  I did one here a while ago:
http://www.sterlingshield.net/home/steve/doom3/july05.html

Here's an idea that might work very well for you & your door:
still use a func_door but have it very fast & transparent (make sure it's still solid).  Have it locked with the key.  Keep it blocking your swing door so you can't access the swing door w/o opening the func_door. 
Now, do your key/lock with the func_door (which supports keys) & when you have the key have it open really really fast, then you can access the swing door.  :)

It's easier then doing scripting to check manually.

That is a nice work around indeed! Nice thinking outside the box. :)   

My swingDoors are working for the most part, i can open and close them and they play sounds just like the func_door ones, only the key, and required item in player inventory functionality is missing but i'm working on it, btw is missing key functionality at lest to open closed doors at run time, because i coded the ability for my doors to be closed at spawn time, i will try both of your suggestions and see how they work with my interaction system, i don't use trigger boxes or GUI surfaces to open doors like Doom 3 did, i do it like TDM does by "frobbing" or mouse hovering the door, need to see if the invisible func_door will not mess with the mouse trace, at lest for now i need it to detect the correct door for the texture highlight to work.   
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id Tech 4 Textures / Re: Lightsaber material in D3
« Last post by The Happy Friar on March 27, 2017, 12:00:51 PM »
I don't remember a lightsaber either, but it could be done with two particle emitters that stretch the particle & have it change frames for the flicker.
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id Tech 4 Scripting / Re: Inventory
« Last post by The Happy Friar on March 27, 2017, 11:59:25 AM »
Swinging doors are awesome!  :)  I did one here a while ago:
http://www.sterlingshield.net/home/steve/doom3/july05.html

Here's an idea that might work very well for you & your door:
still use a func_door but have it very fast & transparent (make sure it's still solid).  Have it locked with the key.  Keep it blocking your swing door so you can't access the swing door w/o opening the func_door. 
Now, do your key/lock with the func_door (which supports keys) & when you have the key have it open really really fast, then you can access the swing door.  :)

It's easier then doing scripting to check manually.
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Content for Games/etc. / Re: Building a Library of Images for Everyone
« Last post by Eric Matyas on March 26, 2017, 07:24:16 PM »
Hi everyone,

This week's new images are all seamless so they can be tiled.

The first group might be useful in sci-fi games.  Feel free to scale them, mix with procedural textures or other images as needed.
http://soundimage.org/txr-sci-fi/

The second bunch are stone textures and could be useful for walls or other structures.
http://soundimage.org/txr-rockstone/

Please note: On all of my texture pages, the seamless images are grouped below the standard ones so make sure to scroll down...(WAY down on the rock/stone page.)

Anyhow, I hope some of them are helpful. Have a great week!
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id Tech 4 Scripting / Re: Inventory
« Last post by argoon on March 26, 2017, 12:54:22 PM »
Thanks i will try that but my swingDoor is not based on the normal func_door but on a func_mover (with some complex scripting in the mix) because only those have the rotation functions ability built in, don't know if it has the required c++ code for that to work, from my source code readings i do know that both func_door and func_mover inherent from mover_binary but func_door has plenty more code on it.
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id Tech 4 Textures / Re: Lightsaber material in D3
« Last post by argoon on March 26, 2017, 11:27:27 AM »
No problem, :)

Personally i don't remember ever seeing a lightsaber in any Doom 3 mod but i don't claim i have played them all.
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id Tech 4 Textures / Re: Lightsaber material in D3
« Last post by bitterman on March 26, 2017, 11:06:24 AM »
Thanks!
Well as I remember one of legendary guys from d3w realized lightsaber in D3 with all appropriate effects.
Perhaps it was IvanB or rich or some else.
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id Tech 4 Scripting / Re: Inventory
« Last post by bitterman on March 26, 2017, 10:57:16 AM »
Try to use trigger with key/val 'requires' 'key_name' and 'remove' '1' (or something like).
It works only if required item present in inventory and then remove it from inventory.
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id Tech 4 Textures / Re: Lightsaber material in D3
« Last post by argoon on March 26, 2017, 09:55:37 AM »
Yes the particle editor is a complex but powerful tool, but imo not really suited for a light saber, you can easily replicate that Jedi academy light saber setup on idtech 4 or you can use a elongated face (needs to a quad) with a flare texture on it works like a charm.  :D   
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