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Messages - Cyber8

#1
Hello,
I have an animated model with multiple meshes and now I can't figure out what can I do to put it in single mesh to export.
Whenever I edit mesh and attach all parts the rigging gets messed up. Tried rerigging every mesh one by one, but still parts happen to offset from their original position.
Any clue what can I do?
#2
Hey there,
As much as I don't have any trouble making geometry for the map, i sure find texturing to be very annoying. Mainly due to the fact that textures in Doom 3 are not very categorised.
For textures you mainly have few folders named walls/floor/ceiling/(specific stage), and that's it. Another thing that doesn't help is the fact that the texture browser shows the list of all textures, if I want to see the texture I have to click on it first, then it shows in the "recently used" tab, where I can actually see what texture I'm picking.

Is there any way/setting, to make texturing a lot easier? I thought of making my own folders and segregate textures myself, but what can be done with texture browser, so it displays textures like in recent tab?
#3
id Tech 4 Textures / Collision texture on ASE
August 10, 2017, 08:23:50 PM
Hello, I'm trying to make a world model for my chaingun.
As we know, it needs an object mesh and collision mesh.
Whenever i assign textures and export to ASE, the chaingun model
is invisible. Seems like collision texture overtakes whole mesh.
Am I missing something?
Im using 3ds max.
#4
Haunting of Deck 12 / Enormous damage
August 10, 2017, 03:45:33 PM
Hello, I have this really strange issue with damage on shotgun.
The shotgun is for some reason dealing too much damage. In the .def file, damage, velocity, mass, are pretty much equal on SSG.
Even with damage set to 0 it kills pinky with 2 projectiles hit. The SSG still takes few shots to kill with all projectiles.
Are there any other factors that affect damage on shotgun?
EDIT: I also replaced def and script with original ones and it still does that.
#5
id Tech 4 Scripting / Re: Quake 1 grenade physics
August 09, 2017, 06:36:43 AM
I figured it works like this
entityDef projectile_grenade {
"spawnclass" "idProjectile"
"mins" "-3 -3 0"
"maxs" "3 3 11"
"cylinder" "6"

mins and maxs define the difference in measurments of collision object,
cylinder is a shape of a collision object and value is how many sides it has (it can be changed to a box).
I set everything to 0 and now projectiles bounce normally. Because there's no difference between mins and maxs, projectile is not rotating at any point, whenever it bounces it keeps its orientation.
By bouncing normally, I mean that projectile won't be sliding on the floor and collision object won't make it bounce in other direction than predicted.

Increased also mass and friction and that solved the problem. Still for the price of not having projectiles spin.
#6
id Tech 4 Scripting / Quake 1 grenade physics
August 07, 2017, 08:11:41 PM
Hi, the D3 handgrenades have really bizarre physics, bouncing and jittering on the floor like it was made of rubber.
I want to achieve the physics from Q1, so only things I'd like to know are, how collision model looks for Q1 grenades, and what do those mean?
entityDef projectile_grenade {
"spawnclass" "idProjectile"
"mins" "-3 -3 0"
"maxs" "3 3 11"
"cylinder" "6"

I know it has something to do with collisions for the projectile but I can't figure out what those numbers do.
#7
id Tech 4 Textures / Re: DDS TGA sorcery
August 05, 2017, 09:00:09 AM
Okay, desaturating specular made whole texture black shade. However I compared my DDS with original and turns out my DDS is not compressed.

Just saved my texture with fastest compression

And it worked!

Worldmodel hasn't been compressed yet.

#8
id Tech 4 Textures / DDS TGA sorcery
August 04, 2017, 01:27:53 PM
Hello, I made a custom texture for a chaingun and noticed that even with tga and dds textures being almost the same, dds seems to take a different hue.

DDS - High quality setting

TGA - Ultra quality setting


Is there a way to fix the DDS or force TGA on lower graphic settings?
#9
id Tech 4 Scripting / Re: "Use" feature
June 14, 2017, 10:43:59 AM
Seems like making a script is a reasonable way, I've seen the GUI technique, but having fire button to interact is way out of place.
So If I make use.script and include it in doom_main.script, I should be able to interact with brushes with basic func's. (correct me if I miss something)
Do you mind If I could take a look on your script?
#10
id Tech 4 Scripting / "Use" feature
June 12, 2017, 08:02:06 PM
Hello everyone, as we know, Doom 3 uses fancy GUIs to make player interact with environment. It doesn't feature the [Press "key" to use].
I want to make that feature, however I don't fully know the structure of Doom 3 files. I don't know where to start, where that feature should be added.
The player must simply approach, point at the brush, press the "key" and the brush will do it's func. For now setting the "key" would be under "bind" command.
I just want to ask, where do I add the custom trigger option?