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Topics - Arl

#1
Hi, I was looking for a MD5 viewer I had some time ago.

It allowed to see models with textures and animations with a nice light setup, and I think It was also cappable of showing .lwo and .Ase aswell.

Any idea where I can find it? I've already searched in google with no results.
#2
id Tech 4 Mods / Arl's improvements (WIP).
March 30, 2016, 05:33:52 PM
Hi again, I've realized that my previous posts are in the wrong section, feel free to move them to the "help" section if you like, and sorry for that.


Anyway, instead of coming here just seeking for help I decided to share with you my latest progress in a project I'm trying to accomplish. I'm trying to improve some graphical aspects of Doom 3 that for todays standards are a bit annoying, but not implementing any changes that way come from a personal taste decision (or at least I'm trying not to).


The more laborious and most important feature so far, improved hands of npcs, zombies, etc:
















Zombies look beter now without that 3 fingered/crabclaw looking hand:



As you may have noticed, I used the first person hand model as a base for all the replacements.


Some graphics improvements:







HD 16:9 splash screens:









HD icon, one like the original and a variant:




Other changes:











These are think I'm planing to do:

-Replace weapon's item models with more detailed version using the first person models.
-Improve the meshes of any head that looks too blocky.

There's still work to be done, but this is already going somewhere I guess. Sorry for not being quite clear about what this is all about, I wish I could, but writing in English is quite difficult to me, hopefully you can assume that this is just another graphic improvement mod on the way. I'm most than open to suggestion of what else could I try to improve, just remember the guidelines I'm trying to maintain.


Hope you like what you see so far, Saludos.
#3
Hi, I'm working on putting the helmet to the player both in game and in cinematics, so far I succeeded:

http://i.imgur.com/BHdNubr.jpg

http://i.imgur.com/lTvBvWC.jpg


With the in-game player model was just a matter of creating a new head, making a new .def for that head and edit the player.def to point to that head, like this:


Quote/***********************************************************************

player_doommarine

single player model

***********************************************************************/

entityDef player_doommarine {
   "inherit"                     "player_base"
   "model"                        "model_sp_marine"
   "snd_decompress"               "sound/air_and_vents/decompress.wav"
   "snd_recompress"               "sound/air_and_vents/recompress.wav"
   "snd_airless"                  "player_sounds_noAir"
   "def_head"                     "head_player_helmet"
   "head_joint"                  "Shoulders"
   "copy_joint neckcontrol"         "neckcontrol"
   "copy_joint headcontrol"         "headcontrol"
   "copy_joint_world eyecontrol"      "eyecontrol"
   "text_infoTitle"               "#str_02908"
   "text_noPDA"                  "#str_02034"
   "text_PDANeeded"               "#str_02909"
   "text_firstPDA"                  "#str_02035"
}

The problem with this is that it even changes the head at the beginning of the game, when the player is set with an unarmored body skin, so when you look at yourself in the mirror you see your helmet on, even thought you are without the armored skin.

I would like to know if there's a way in which I can conserve the default head in the first map, but have the helmet head in the rest of the game. I know that in the first map (mars_city1) the player uses a skin defined in skins_characters_player.skin, which are these lines:

Quoteskin skins/characters/player/tshirt_mp {
   //HEADS
   models/characters/sarge2/helmet textures/common/nodraw
   models/items/powerups/blite1 textures/common/nodraw
   models/items/powerups/blite2 textures/common/nodraw
   models/items/powerups/blite3 textures/common/nodraw
   models/items/powerups/berserker textures/common/nodraw
   models/items/powerups/berserkerflame1 textures/common/nodraw
   models/items/powerups/berserkerfx textures/common/nodraw
   models/items/powerups/atom textures/common/nodraw
   models/characters/male_npc/marine/stump textures/common/nodraw
   models/monsters/skeleton/skeleton01head textures/common/nodraw

   //BODIES
   //models/characters/male_npc/soldier/soldier textures/common/nodraw
   models/characters/male_npc/marine/marine textures/common/nodraw
   models/monsters/skeleton/skeleton01 textures/common/nodraw
   models/characters/player/body textures/common/nodraw
   models/characters/male_npc/marine/marine2 textures/common/nodraw
}


But I made some tests and even though I put my helmet material in there and replace it with textures/common/nodraw (in order to make it invisible) the game keeps showing the helmet. It seems that the head part in the skin only works for the multiplayer model, but in the regular game in which the player model uses a separate head model the skin does not have effect in the said head.

Any clue of what can I do to achieve what I'm triyng to do?

Thank you.
#4
id Tech 4 Mods / How can I make custom enemies?
March 18, 2016, 01:50:59 PM
Hi there, I hope this is the right place to ask this.

I have played maps that have custom monsters, or zombies with different bodies already in Doom 3 like the body of marines, etc...  ... I always wonder about making custom content like that, but trying to learn by looking at the files (like .def and such) has not lead me to anything in all this years.

Sadly, as far as I know, there is no tutorial for making custom monsters. I once looked at some videos of Brian Trepaning but it wasn't clear in how to implement the monster in the actual game once modeled, rigged and animated.


Is there anyone who could share any kind of information on the subject? anything that can lead me in the right way to learn about it would be very good.


Thank you, Saludos.