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id Tech 4 WIP / Re: idLiquid
« Last post by MrC on April 10, 2018, 07:01:19 PM »
It's fhdoom, it's a bit buggy but I really dig it. Afaik this should work in vanilla though.


Misc contains the usual spawning, saving etc... but also has idLiquid::Event_Touch. In the Prey SDK these functions have been expanded upon to allow player interaction, among other things. As you pointed out most of it is commented out. But the simulation and visual element works. It's solid so the player can Jesus walk on it so it's best left in areas where the player won't be able to interact with it.

I noticed TDM has taken to use MD3 to achieve a similar result which is probably faster anyway. Still though, I wasn't sure if anyone else has played around with this, it's pretty cool how many things (including Megatexture) were put into D3 for later use, and discovering them is like finding some hidden gems - or I don't know, maybe I'm just going off the rails here.
id Tech 4 WIP / Re: idLiquid
« Last post by The Happy Friar on April 10, 2018, 02:17:35 PM »
that stock doom 3?  I remember there being an idliquid entity but it was never used in d3. 

it's in misc.cpp but everything is commented out it looks like! :)
id Tech 4 WIP / idLiquid
« Last post by MrC on April 10, 2018, 08:22:29 AM »
Howdy folks,

Not sure if this is the right place to post this but... I've been toying with idLiquid lately and wanted to show some progress so far and see if anyone else might know any more tricks regarding this little hidden gem (well it was for me anyway).

Credits go to Human Head as it was within Prey that I found the basis for the idLiquid model entity, which is basically just an text file with various properties, as with the def files (modified versions found below).

A breakdown of what you're seeing and to try this yourself...

entityDef test_liquid512x512 {
   "inherit"               "idLiquid"
   "editor_color"            "0 .5 .8"
   "editor_mins"            "0 0 -24"
   "editor_maxs"            "512 512 24"
   "mins"                  "0 0 -24"
   "maxs"                  "512 512 4"
   "model"                  "liquids/test_liquid.liquid"


size_x         512
size_y         512
verts_x         32
verts_y         32
liquid_type      1
density         1
drop_height      10
drop_radius      6
drop_delay      8000
update_rate      20
seed         22
shader      textures/rock/greenrocks2_lavascroll   

I think that's everything, "density" needs to be 1 or else the liquid will ripple but come to a stand still, I'm not even sure if everything actually does anything but it's what's there so far, play round and see what you can come up with and if anyone has any more information on this please share.
id Tech 4 Level Editing / Re: Light isn't syncing with sound
« Last post by The Happy Friar on April 09, 2018, 09:51:19 PM »
a script or FX might be what you're looking for in the linking of things together.  Although it might be easier to use a target entity to link to all the lights & trigger that via script.
id Tech 4 Level Editing / Re: Light isn't syncing with sound
« Last post by silverjoel on April 09, 2018, 03:14:09 PM »
Thanks for the reply.  I'm more than familiar with the iddev site.

I'm not looking for screen shake, I'm just trying to get the light intensity to fade with the sound (dark in soft sound and bright in loud sound).  It works, but as I said it's not in sync (some louder parts of the sound are dark and some softer parts are light, but it seems like the pattern is there, the sound and light just seems like they started/loaded at different times).  Maybe it's because I'm using a longer ambient sound.  I think I'll try to edit the sound down to just the "zap" (it's an electric sound) and have it randomly play and see if it gives me what I'm looking for.

In a related question, is there any way to link multiple lights together (not through a trigger linking all of the lights)?  As in, if the master light is off, the other lights are off.  Similar to the "team" value for doors where if one door opens, it triggers the other doors to open.
id Tech 4 Mods / Re: D3 MCS: Mars City Security (Public Release Download)
« Last post by VGames on April 09, 2018, 12:00:32 PM »
Good to see you back. Can't wait for the next release.
id Tech 4 Mods / Re: D3 MCS: Mars City Security (Public Release Download)
« Last post by oneofthe8devilz on April 08, 2018, 01:37:25 PM »
MCS PVE Double Barrel Shotgun Showcase @ "Monorail Sykbridge"

Showcasing the freshly implemented Double Barrel Shotgun at one of the few previously missing Doom3 Story Campaign maps which are now fully coop multiplayer compatible in MCS...

Last time I did 3rd person weapon models I followed the same bone origin as D3 did.  I noticed that if I didn't do that the weapon didn't appear properly so it was more of a "meh."  :)
id Tech 4 Level Editing / Re: Light isn't syncing with sound
« Last post by The Happy Friar on April 07, 2018, 07:32:58 PM »
I went looking and I couldn't find any light materials that used the parameter to do the sound shakes.  I'd say make up your own & try that.  Here's the D3 material command list:
id Tech 4 Level Editing / Light isn't syncing with sound
« Last post by silverjoel on April 05, 2018, 01:13:07 PM »
So, I can't figure out what is the issue.  I have a basic point light, gave it a sound and a sound texture (I think it's the square_snd shader, but I've tried others).  The sound and the light flicker are not syncing.  After looking at the light flicker for a while, it seems like the flicker leads (or lags depending on your philosophical view) the sound.  So, I see the flicker and, after like a second, I hear the sound.

Am I missing something?  The light only has the basics (sound, texture and color).

Can the light-sound flicker be accomplished though script?
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