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Messages - The Happy Friar

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1
id Tech 4 Mods / Re: DOOM 3 Spawn flash light color
« on: October 18, 2017, 10:40:14 PM »
I actuatly keep  already extracted def/material files handy just to do searches.  :)

So after searching in the weapon_flashlight.def, it says the "mtr_flashshader" is "lights/flashlight5".  That's defined in the same .def file.

That references a file in "lights/flashlight5.tga".  That's in pak000.pk4.

2
id Tech 4 Mods / Re: DOOM 3 Spawn flash light color
« on: October 18, 2017, 09:06:05 PM »
The flash light is defined with a material.  It uses a graphic for it's color & pattern it uses.   I forget where it is, but find the material it calls in the def, then you'll find the file it uses.

3
id Tech 4 Needs Help / Re: removing doom3 errors....
« on: October 12, 2017, 09:00:38 PM »
There's lots of warning but warnings are just that, warnings.  Nothing bad should happen.  They normally happen because something that isn't needed or was replaced isn't there & id never removed it from the code/data files.

4
id Tech 4 Scripting / Re: How to activate ragdoll after spawning?
« on: October 10, 2017, 06:59:17 AM »
There's no default ragdoll entity so you can't.  His model doesn't use the same skeleton as other characters in the game (the model with the BFG anyway) so you can't replace another character's model with his in the already defined "env" ragdolls.
you can:
a) make a new entity
b) spawn the live guy & have a script/trigger to kill him.

Those should work.

5
doom3 is very popular ...but its files formats are not offered by latest blenders , maya$ or else 3dstudio...
so i have to handle carefully

id only ever released a md5 plugin for the Maya that was out at the time & everything else was written by fans, that's why there's not much out there.  Blender has a more dedicated programmer community, hence it's got a little more compatibility with Doom 3.

I use to like Maya until they went to the yearly license.  Blender does everything I want now.

I was under the impression that Q1 includes everything like the the QC sources under GPL for ai and stuff (https://github.com/id-Software/Quake-Tools/tree/master/qcc/v101qc).
Yeah, you are correct.

I stand corrected.  My Quake 1 GPL code came from ftp.idsoftware.com long, long ago & the QC code wasn't included in that release & it seems none of the GPL branches (darkplaces comes to mind right away) included the QC source files either.

I didn't even know there was a github of Quake 1 code.  Thanks for the link,

6
You would be better off using the non-Doom 3 assets with modified Doom 3 AI scripts.  You might even be able to import the Q4 assets in to Blender & re-export them in Doom 3 md5mesh/anim standard. 

I'd also say Quake 1 is very easy to mod.  it's dll format can still compile on windows 10 & is cross compatible with any OS (just need an engine binary).  Only downside (that I can see) is that the game ai/weapons/etc. Weren't GPL'ed with the engine, just like doom 3.  Q2 & Q3A had their AI/etc. gpl'ed but Q2 is way behind in the SP GPL engine engine compared to Q1 & Q3A has no SP AI.

Not much has been done with the "old" idtech 4 Doom 3 GPL, more has been done with the BFG version.

7
id Tech 6 General Talk / Re: Testing a short test Bink video with DOOM?
« on: September 24, 2017, 08:35:36 PM »
The warning in red in multiple languages looks like it's shadowed by a different color, a light blue.

8
id Tech 4 Textures / Re: Night/thermal vision technique
« on: September 18, 2017, 10:05:34 PM »
Yes, my mistake.  Got confused there even with the moddb profile staring my in the face.  :)

9
id Tech 4 Textures / Re: Night/thermal vision technique
« on: September 16, 2017, 07:18:26 AM »
Wonder why the fps is down.

Looks cool.  You should try it in a doom 3 map to see how it looks. 

10
id Tech 4 Textures / Re: Night/thermal vision technique
« on: September 15, 2017, 11:19:02 PM »
Can you up the gamma and brightness?

11
id Tech 4 Textures / Re: Night/thermal vision technique
« on: September 15, 2017, 08:21:40 PM »
I think the issue (and it's not really an issue, just the way the game works) is that you can't separate entities from the world via lighting.  Old non-unified lighting games (Quake, etc) this was easily achieved by having the entities a different visual color then the world.

Real night vision doesn't work that way.  check out pics of military night vision: https://images.search.yahoo.com/yhs/search;_ylt=A0LEViwObrxZSf4AaFEnnIlQ?p=military+night+vision&fr=yhs-mozilla-001&fr2=piv-web&hspart=mozilla&hsimp=yhs-001

It doesn't do it like older video games do, it actually amplifies the light & makes dark things brighter, bright stuff blinding.

If you could make the screen grey scale you could then apply a green hue to it & up the brightness+gamma and get the same effect.

12
id Tech 4 Textures / Re: Night/thermal vision technique
« on: September 14, 2017, 09:34:42 PM »
Oneofthe8devils did that in his Predator mod I believe.
http://www.moddb.com/mods/blade-yautja
Worth checking out.

13
id Tech 4 Needs Help / Re: how i can spawn models in map ?
« on: September 10, 2017, 09:02:55 PM »
Testmodel uses the modeldef in the entity's def files, not model files.  A working entity requires a modeldef so if the entity works so should testmodel.

14
id Tech 4 Needs Help / Re: how i can spawn models in map ?
« on: September 09, 2017, 10:31:06 AM »
I use the "testmodel" command.  It spawns the model in front of you and you can walk around and check how it looks (I use noclip to fly around it & spawn some models in the air).  If the model is a md5mesh you can use "testanim" to play through the animations.

In general, you can only have one testmodel spawned at a time.

15
id Tech 4 Models and Animations / Re: How to bind weapon to player?
« on: September 08, 2017, 12:38:38 PM »
Anything you can do in the editor you can do in script either directly (like you said in level script) or by setting up entity spawn parameters and spawning that entity with those parameters.

You can always copy the player's location & view angles & apply those to an entity via script.

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