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Messages - The Happy Friar

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id Tech 4 Level Editing / Re: Texture browser alternative
« on: May 23, 2018, 09:55:48 PM »
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.
What are you using to edit D3 maps?  In D3Edit, in the Textures/Media tab, you can list the texture folders.  If you double click on a FOLDER (not an image) then click the "Textures" tab it will list all the textures that were in that folder.
That's how Radiant has handled it for quite a few versions.

Strutt your stuff! / Re: Hand's viewmodel
« on: May 19, 2018, 10:02:58 PM »
Got any comparison images of the high poly vs low poly?

id Tech 4 Engine Coding / Re: rbdoom3bfg with editors
« on: May 19, 2018, 10:02:33 PM »
Maybe I'm missing it, but the readme on the github page mentions an installer.  Is there one of do I need to download & compile the code?

Strutt your stuff! / Re: Hand's viewmodel
« on: May 09, 2018, 01:52:13 PM »
Yes.  Should work the same way.  i'd suggest looking @ some of the other collision models for md5's just to be sure.

Strutt your stuff! / Re: Hand's viewmodel
« on: May 07, 2018, 08:57:17 PM »
I never been heard about "shadow mesh". Perhaps you mean "collision model" (if viewmodel can collide with world)?
But hands material in includes "noshadows" and "noselfshadow". Is this is not enough?

You are correct, hands/vwep's don't need a shadow mesh because they're just in the players view.  It would be the 3rd person models.  A mis-thinking on my part.

Strutt your stuff! / Re: Hand's viewmodel
« on: May 06, 2018, 06:50:31 PM »
Well, with D3 it's really meant to have less poly detail & more texture detail, that might be a little bit overkill.  :)  But, make a separate shadow mesh & it might not matter much on newer systems.

bone structure is the most important part, once that's done everything else is just verts bound to the bones.
Good job.  :)

I am not sure that a decade ago you could have mp d3 on a handheld device w/ it looking like d3 (lighting and all).

Ha!   Thats awesome.  :)

id Tech 4 WIP / Re: idLiquid
« on: April 10, 2018, 08:52:48 PM »
I was always under the impression that the D3 engine was always a WIP engine & D3 was just the first game released under it. 

Quake 1/2 GPL engines do something similar with water that D3 does here.  it works on all existing water too, it's pretty cool.  You can also have water interact with objected too.  Makes me think D3 could have this done too.

id Tech 4 WIP / Re: idLiquid
« 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 Level Editing / Re: Light isn't syncing with sound
« 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.

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
« 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 / Re: Doomedit error
« on: March 31, 2018, 07:13:21 AM »
My Doom 3 shortcuts also include " +set win_allowMultipleInstances 1" so I can have multiple instances of the game open at once.  It was very handy to have the editor & game open in at the same time.

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