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Messages - argoon

#271
Strutt your stuff! / Re: Zombies Rock Pack - WIP
October 05, 2014, 04:32:07 PM
Quote from: motorsep on October 05, 2014, 04:04:40 PM
Would be nice to make a tutorial where only one 3D software is used - Blender ;)

The techniques used on the video can be used on any 3D app if it supports sculpting, i'm sure you can do this just as well in blender. 
#272
Strutt your stuff! / Re: Zombies Rock Pack - WIP
October 05, 2014, 04:00:52 PM
Quote from: The Happy Friar on September 24, 2014, 09:07:32 AM
You should write up a "How to make rocks" tutorial to go along with this.   8)



;)
#273
id Tech 4 Engine Coding / Re: POM
September 21, 2014, 05:15:44 PM
GPU's are very fast at crunching polys but very bad at rendering shaders, so i think the scene with POM would be much less performant than using real geometry. That is why tessellation is so hyped on new GPU's and not POM or any other similar tech.   
#274
id Tech 4 WIP / Re: BladeYautja
September 21, 2014, 05:10:24 PM
My god man you are a machine!!!

Fantastic job. I never knew someone so proficient and fast on modding, congrats.

:) 
#275
Here a video that explains how to make a character for doom 3 including ragdolls.

https://www.youtube.com/watch?v=DGdv6a505qk&list=UUbJnRkk3Pl8FsCn1sRFRP5A&index=22
#276
Quote from: raynorpat on July 28, 2014, 02:41:58 AM
Hey tr3b,

any reason why you haven't ported over dmap and the aas compilers?




btw, shadows look really slick, an excellent job sir.

Are you able to import custom materials and models? If is can you explain how?

And by the way i also would love to have dmap and the aas compilers ported (the editors i don't care really) if they were ported i would start using this engine in a beat.
#277
id Tech 4 WIP / Re: BladeYautja
August 20, 2014, 02:24:12 PM
Late to the party but man fantastic job i love your last mod and i know this one will be a labor of love, continue being awesome.
#278
What i find strange is why have you guys chose idtech 4 for TDM if lightmaps was something you guys wanted on it?  Why not chose one of the idtech 3 sources out there in the first place?

I'm not against lightmaps mind you but a game like thief gains much more with real time lighting, if you guys want to bake something then bake the ambient lighting only but let the direct lighting and the shadows be all dynamic, if not you guys are just going back instead of going forward, and if the old thief mappers aren't happy with how TDM does things, then let them be angry, they should be the ones adapting to the new tool not the other way around.
#279
Sorry for the late reply been busy, but here is the screenshots and i'm indeed using a AMD GPU system, AMD HD 5770 x 2

#280
Fantastic mod congrats, i did find the levels a little too dark for my taste, but the rest did make it up for it.
#281
Original text by solarsplace (Arx - End of Sun) on  Doom3World with modifications by me (grammatical corrections mostly)


Here are the exact steps needed in order to:

- ingame, walk up to a GUI, set focus on the GUI, click a button and load another level.

This assumes that you know how to get a simple GUI made and into your map.

- for this you need two maps, replace yourmapname1.map and yourmapname2.map with the real names of your maps.

1 - Create a simple GUI to change the level. You can use the following code as a base if you want. This is a very simple GUI with a button on it. when clicked, the "onAction" code triggers a trigger_once entity placed in the yourmapname1.map called "trigger_once_1"



windowDef Desktop
{
   rect 0,0,640,480
     

    windowDef button1
   {
   rect 270,170,100,100
   visible 1

   backcolor 1,0,0,1
   forecolor 1,1,1,1
   textscale 0.1
   textalign 1
   text  "End Level"
   onAction{
         set "cmd" "activate trigger_once_1" ;
   }
   }
}




Save this as change_level.gui or whatever you like.

2 - Create a trigger_once entity in the map and make sure it is called "trigger_once_1" add a key val pair of "call" "next_map"

3 - In the same folder as yourmapname1.map create a text file called yourmapname1.script  and put the following code in it:



void next_map()
{
   sys.print ("\n Now ending this level\n"); //will NOT show this in the console if the next code is successful.
   sys.trigger ($target_endlevel_1);


4 - Create a target_endlevel entity in yourmapname1.map and call it "target_endlevel1" give it a key val pair of "nextMap" "yourmapname2.map" and thats it.


There may very well be a way to do it without using a script file, but using them makes life easier, it permits to write to the console and debug our code and see where it might be going wrong.   
#282
Hello trebor congrats for your engine i love the soft shadows just the ability to support alpha makes me  ;D.

Now i'm trying to import a custom map of mine to it using the suggested mod way, but i'm having some problems, does are:

1 - Not one of my custom .lwo models work i only see black boxes ingame.

2 - Any geometry that i make func_static on DarkRadiant becomes invisible ingame (collision still works)

This on a simple one room map.

I tryed import a more complex map and it didn't work, first because i was using a custom shader and the console complained about it, i deleted it then the error was gone, but the map still don't work, now i got a error saying " bad area model lookup" and i don't know what that means.

By the way is there any way to control the softness of the shadows? I'm asking because on a fence texture the shadows were so soft that i almost could see the fence pattern.     
#283
Welcome! / Re: Welcome to the id Tech Forums!
May 29, 2014, 10:55:47 PM
Hello guys old Doom3World member, found this after looking for news about the old forum, is nice to see you guys trying to resurrect the community, rock on.   :)