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Messages - The Happy Friar

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id Tech 4 Models and Animations / Re: Collision for Static Model
« on: January 24, 2019, 09:43:10 PM »
a quick looks leaves me clueless how they're used, but i remember using them before.  I'll have to experiment with some.

id Tech 4 Models and Animations / Re: Collision for Static Model
« on: January 23, 2019, 09:53:22 PM »
just tried.  i made a cube, applied the collision texture, then selection - export - to CM.  Did't seem to matter what model format I chose, always saved as a .cm.  I had to save in to my doom 3 folder for it to save & if it added .cm for me.  opening the file they were collision model files, not ASE or LWO files.
I could export a .OBJ to my desktop but not a cm file. 

id Tech 4 Engine Coding / Re: Game.dll support for Doom 3 BFG
« on: January 19, 2019, 03:54:20 PM »
how much difference is there between this new dll code & the D3 SDK dll code?  Would it be hard for someone to port their code mod over to this & use the advantages of the BFG engine (VR comes to my mind)?

If I can get it in stock D3 then I can make it more kid oriented (as in less scary).  I was originally thinking of doing it in Quake 2 but I thought D3 might be easier.

I'm looking for an exciting way to help my younger kids learn how to spell/read, so I thought maybe Doom could be modded so that when you successfully hit a monster time is "stopped" for several seconds, a gui pops up & you have to spell the word it displays.  I have minimal experience with the GUI aspects of the game so I'm wondering if this is even possible without C++ coding.
The words that you spell would be listed in a file (or I guess a script/def) and one is randomly chosen.  The faster you type the word the more damage is done to the monster.  Misspelling the word causes less damage then normal.  That's all secondary to if it can even be done.

id Tech 4 Mods / Re: Doom 3 - Phobos Mod is finally out!
« on: December 11, 2018, 09:54:18 PM »
why can't people and game companies just write "Windows" instead of "PC" when they mean it
Because Apple & Mac users made the association of "PC" = "Windows" in the 80's.  Silly Apple fanboys.  :p

id Tech 4 Mods / Re: Doom 3 - Phobos Mod is finally out!
« on: December 09, 2018, 02:50:29 PM »
intro is long.  :)  And I found out I can die via falling on the monorail tracks.  :D
Is it just me or can nobody else run/jump in intro?

id Tech 4 Mods / Re: Doom 3 - Phobos Mod is finally out!
« on: December 09, 2018, 09:11:09 AM »
Didn't think of Linux, but, as someone who's done game binaries for id games (Q2 & D3, Q1/Q3 didn't need them), if you don't have a linux system handy or someone to help code/compiling, it's not worth the trouble.  Linux players tend to be more unforgiving about issues then PC players when they crop up.
Also, I was able to extract everything, just like stock Doom 3 pk4 w/o issues.  Here's the pink folder.

id Tech 4 Mods / Re: Doom 3 - Phobos Mod is finally out!
« on: December 07, 2018, 09:06:12 PM »
Who likes D3 and doesn't have the original binary installed?  :)  (i've got the originals for all the id games).
Downloading, will have to give it a shot sunday.  :)

The ETQW SDK has some of the stuff in md5 format.
The only way you'd be able to use other game models is if they have skeleton/bone structures in them.  Then you could export them.

id Tech 4 Models and Animations / Re: Model/Animation Tools/Help
« on: December 02, 2018, 12:14:20 PM »

id Tech 4 Level Editing / Re: About 'hellMap' flag
« on: December 02, 2018, 12:13:00 PM »
I thought it was for when you have a map in hell, for the loading screen.

I suppose what I could do is if I want to release it, is to do so without the actual models, textures and sounds - you'd have to provide those yourself. I doubt there's any strictly enforced copyright on the text definition files, since they barely resemble the ones they were derived from - some of them required a total rewrite, pretty much.
That would be the best way to do it.  Beth might still complain, but if it's the "I'm not providing any assets, people use their own" I'm not sure what they could do.
Personally, I found Prey better then Q4, but I still found Q4 a lot of fun (I could do almost the entire game with the machinegun after some upgrades).
ETQW models are binarized, so unless you could get binariaration support in the D3 GPL, odds are you won't be able to use them w/o sharing assets.  Brink is the same way.  Kind of like a step between Doom 3 & D3BFG.  :)

this thread makes me want to reinstall q4 & prey & play those again.

id Tech 4 WIP / Re: Doom 3 Supremacy
« on: November 26, 2018, 02:02:47 PM »
this the name of a mod you're working on?

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