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Messages - bitterman

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Don't even smile - it's just a prototype.

Some related info (not for weapons):

Still don't understand how to correctly place attacher's bones in the initial modeling.

Customizing in the process?

Why they set this distance between the bone "origin" and the handle of the gun?

Looks like weapon model oriented along Y+.

Is it from Maya by default?

Not sure about rotation. And don't see any decls to change loc/rot of attached entity.

Code: [Select]
void idWeapon::InitWorldModel( const idDeclEntityDef *def ) {
idEntity *ent;

ent = worldModel.GetEntity();

assert( ent );
assert( def );

const char *model = def->dict.GetString( "model_world" );
const char *attach = def->dict.GetString( "joint_attach" );

ent->SetSkin( NULL );
if ( model[0] && attach[0] ) {
ent->SetModel( model );
if ( ent->GetAnimator()->ModelDef() ) {
ent->SetSkin( ent->GetAnimator()->ModelDef()->GetDefaultSkin() );
ent->GetPhysics()->SetContents( 0 );
ent->GetPhysics()->SetClipModel( NULL, 1.0f );
ent->BindToJoint( owner, attach, true );
ent->GetPhysics()->SetOrigin( vec3_origin );
ent->GetPhysics()->SetAxis( mat3_identity );

E.g. I have a skeleton with "pistol_attacher" bone and pistol model with "joint_attach" "pistol_attacher" in .def.

Is will be "origin" bone of pistol oriented same as "pistol_attacher" in skeleton?

Or, in other words, will the "origin" have same values of loc/rot/scale as "attacher"?


And about com_showFPS - not sure what mean these params but here is thier names:

If value is critical it draws in red color.

There are a few r_use cvars which was affected on fps.

Some time ago I was looking for why RB is darker than BFG. That is why.

On the picture below one asset loaded in BFG and RB.

For BFG com_showFPS 1 shows 60, for RB - 15. Here a .cfg which created after run RB:

<some binds>
set com_engineHz "60"
set r_motionBlur "0"
set r_forceScreenWidthCentimeters "0"
set r_exposure "0.5"
set r_useSSAO "1"
set r_useSSGI "0"
set r_forceAmbient "0.2"
set r_useFilmicPostProcessEffects "1"
set r_useHDR "1"
set r_useShadowMapping "1"
set r_useVirtualScreenResolution "1"
set stereoRender_deGhost "0.05"
set stereoRender_swapEyes "0"
set stereoRender_enable "0"
set r_debugArrowStep "120"
set r_debugLineWidth "1"
set r_debugLineDepthTest "0"
set r_useHalfLambertLighting "1"
set r_lightScale "3"
set r_skipShadows "0"
set r_skipBump "0"
set r_skipSpecular "0"
set r_skipNewAmbient "0"
set r_brightness "1"
set r_gamma "1.0"
set r_swapInterval "1"
set r_lodBias "0.5"
set r_useTrilinearFiltering "1"
set r_maxAnisotropicFiltering "8"
set r_useSRGB "0"
set r_windowHeight "720"
set r_windowWidth "1280"
set r_windowY "14"
set r_windowX "169"
set r_customHeight "720"
set r_customWidth "1280"
set r_fullscreen "0"
set r_vidMode "0"
set r_antiAliasing "0"
set r_displayGLSLCompilerMessages "1"
set popupDialog_debug "0"

Main game assets are not loaded so system settings can't be changed via menu.

And looks like  "machineSpec" commands are not supported in BFG and RB.

How to increase fps in RB (and BFG) via console?

And second question: what means these parameters showed by com_showFPS (rs-off, G+RF, RB etc.)?


Don't use a mirror ;)

dmap from RBDoom works as expected with mirror.


This is the differences before and after BSP (see pic).

If it changed then result is vary.

Is there a .proc format description?

*************** upd

An index is simply an unsigned integer. Every index indicates a vertex in the surface’s vertex list. Since all vertexdata is rendered as a list of triangles three indices build a triangle.

Not sure where it is but looks like problem in .proc.
When I return back old .proc then it works. Don't know how old .proc was compiled before.

There is a room with mirror.

That's going on:

- open in BFG. Mirror is fine.
- copy map's files into D3 mod folder. Don't change anything.
- in D3 type in console: editor -> open map -> bsp.
- copy map's files into BFG mod folder.
- remove 'generated' from BFG mod folder and load the map. The mirror is black.

'Dmap' does same thing.

What can I do?


Well, the lost anims in ai_player.script can generate an unexpected loops in "while (!animDone)" expression.

It can be checked via "listThreads" console command.


id Tech 4 Scripting / The AI_FORWARD don't handled by custom script
« on: March 13, 2018, 01:01:36 AM »
This is ai_player.script with some additions.

The string "sys.println( "^3 idle loop" );" does get control.
But looks like string "sys.println( "^3 ai_forward" );" does not.

Code: [Select]
void player::Torso_Idle() {

playCycle( ANIMCHANNEL_TORSO, "idle" );

eachFrame {

// added by me ************************
        sys.println( "^3 idle loop" );

if ( AI_FORWARD ) {
//                      animState( ANIMCHANNEL_TORSO, "Torso_Walk", 4 );
//                      Torso_Walk();
                        sys.println( "^3 ai_forward" );
// end of modification ************************

if ( AI_TELEPORT ) {
animState( ANIMCHANNEL_TORSO, "Torso_Teleport", 0 );
animState( ANIMCHANNEL_TORSO, "Torso_Fire", 2 );
if ( AI_ATTACK_HELD && start_fire ) {
animState( ANIMCHANNEL_TORSO, "Torso_Fire_StartFire", 2 );
if ( AI_PAIN ) {
animState( ANIMCHANNEL_TORSO, "Torso_Pain", 0 );

Same native block on legs channel is works with AI_FORWARD fine.
I trying to acheive playng walk anim not only for legs but for torso too.

Why this is happens?


A new player model.

It depends on "channel torso"/"channel legs" decls in player.def.

Only specified (for current channel) bones will be animated on this channels.

Sounds pretty obvious ))

Too many states (anims) for player's third person model.

Perhaps it should be one Blender's action layer per each D3's channel.

E.g. LEGS action which contained CROUCH which contained all nessesary stages for crouch (crouch up, crouch down, crouch walk etc).

Or it must be one .blend file per channel.

When we make anims for LEGS channel then torso anim's keys doesn't matter?

Is only legs anim keys will be played on LEGS channel?

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