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Topics - bitterman

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There is a room with mirror.

That's going on:

- open in BFG. Mirror is fine.
- copy map's files into D3 mod folder. Don't change anything.
- in D3 type in console: editor -> open map -> bsp.
- copy map's files into BFG mod folder.
- remove 'generated' from BFG mod folder and load the map. The mirror is black.

'Dmap' does same thing.

What can I do?


id Tech 4 Scripting / The AI_FORWARD don't handled by custom script
« on: March 13, 2018, 01:01:36 AM »
This is ai_player.script with some additions.

The string "sys.println( "^3 idle loop" );" does get control.
But looks like string "sys.println( "^3 ai_forward" );" does not.

Code: [Select]
void player::Torso_Idle() {

playCycle( ANIMCHANNEL_TORSO, "idle" );

eachFrame {

// added by me ************************
        sys.println( "^3 idle loop" );

if ( AI_FORWARD ) {
//                      animState( ANIMCHANNEL_TORSO, "Torso_Walk", 4 );
//                      Torso_Walk();
                        sys.println( "^3 ai_forward" );
// end of modification ************************

if ( AI_TELEPORT ) {
animState( ANIMCHANNEL_TORSO, "Torso_Teleport", 0 );
animState( ANIMCHANNEL_TORSO, "Torso_Fire", 2 );
if ( AI_ATTACK_HELD && start_fire ) {
animState( ANIMCHANNEL_TORSO, "Torso_Fire_StartFire", 2 );
if ( AI_PAIN ) {
animState( ANIMCHANNEL_TORSO, "Torso_Pain", 0 );

Same native block on legs channel is works with AI_FORWARD fine.
I trying to acheive playng walk anim not only for legs but for torso too.

Why this is happens?


Now works with 2nd method. Is the 1st has any advantages?


id Tech 4 Level Editing / What for this isolated box on the alphalabs3?
« on: February 21, 2018, 11:01:55 AM »
This box with no entry/exit have an trigger_relay and some weapons and ammo.

What for it is?

Is it possible?

I mean all anim states controlled by ai script. But what if I want to send playAnim outside of ai script?


id Tech 4 Scripting / Multiple running script
« on: January 25, 2018, 10:04:18 PM »
Let trigger_multiply call a script which begin some actions with some entity.

What happen if the player still stand in trigger zone?
Is this script will be started again?
But if entity is already in action? Is script must set some flag and prevent multiply instances?

Is there a native flags/commands like "isTriggered" etc?


id Tech 4 Scripting / Player's interactions with objects via keys
« on: January 13, 2018, 11:41:39 PM »
I'm looking for how to implement this thing:

When player stay close to spec. entity then scripn send to HUD some message like "Use E" or "Destroy D".

Then player can press some key to interact with this entity.

Don't remember this feature in D3.


E.g. I typed 'testmodel char_betruger'.

Model has got few anims, e.g. walk and idle.

When I try to blend these anims with 'testBlend walk idle 15' it's not working (I don't see any blending).

How can I get some example with animation blending with this or other model?

In what cases need I use it? Any examples?


id Tech 4 Models and Animations / Mess with bones orientation
« on: December 07, 2017, 09:47:47 PM »
As seen in the picture below Leyeaim and Reyeaim of custom skeleton are rotated at 100-110 degrees relatively eyecontrol bone.

Thus eyecontrol works wrong.

Few facts:

- custom model is facing to X+ in Blender;
- after this 'roll' values for every bone was changed from '90' to '0' (not sure about needs of this changes);
- bones orientation on custom model (which was maked in Blender) and on vanilla model (which was maked in Maya AFAIK) are different.

Any ideas?

id Tech 4 Models and Animations / Two root bones and invalid joint
« on: November 22, 2017, 11:00:08 AM »
There is two problems:

1. Don't see any bone with name "master" in rig (28 bones total, not 29 as writed in .md5) but after export Blender adds this bone as root. It get an error "Two root bones not allowed" or same. Fixed via commented "master" and change 29 to 28.

2. Error about invalid joint at pic. below.

Any ideas?


id Tech 4 Models and Animations / Create new af decl
« on: November 09, 2017, 07:30:28 AM »
Is it a bug when game is crashes after try to create new af decl via "New" button in EditAFs?

How to create new af decl by other way?


id Tech 4 Scripting / How to activate ragdoll after spawning?
« on: October 10, 2017, 03:06:22 AM »
When I spawn then it starts as "live" npc. To start this ragdoll I must to kill npc.
Is there a way to spawn "already dead" ragdoll (I mean key/val in .def or script command)?
(it spawns via dropitemAF() )


Can't find it.

id Tech 4 Textures / Eyeball deform
« on: September 20, 2017, 08:34:27 PM »
I can't find any detailed info about this type of deform.

As I suspect it is a plane with two separated tris. It must be placed in front of other plane wich eyeball's image. If it placed right then first plane will deform texcoords of second plane with image (make it more convex perhaps).

Am I right? Thanks.

id Tech 4 Textures / Night/thermal vision technique
« on: September 14, 2017, 08:51:46 PM »
I had some expirience with this (see pic below).

As I understand in CG (not only D3) it is not "true" technique when used some special texture which depends on players view (can be brighter for the same lighting).

Now I think about 'spectrum' material keyword and 'glow' Q4 technique.

Is anyone know how can this (night/thermal vision) be implemented?

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