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Topics - bitterman

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1
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?

Thanks.




2
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?

3
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?

Thanks.

4
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?

Thanks.

5
id Tech 4 Scripting / How to activate ragdoll after spawning?
« on: October 10, 2017, 03:06:22 AM »
When I spawn char_campbell_bfg.af 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() )

Thanks.

6
Can't find it.
Thanks.

7
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.

8
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?

9
id Tech 4 Scripting / Zooming by run loop script
« on: September 02, 2017, 01:09:06 PM »
I trying to achieve a sniper zooming effect via 'g_fov' CVar.

It's realized via level script but as I think same algorithm can be used in weapon script.

The example below is works but from time to time g_fov is not set correct (stays in previous state or sets several times in one pass).

I thing it's because cycle checks is too fast.

Has anyone idea how to fix it?

Thanks.

Code: [Select]
void    debug_print()
        {
        sys.println( "^3g_fov set to: " + sys.getcvar( "g_fov" ) + " ^5at:" + sys.getTime() + "sec" );
        }

void    pressed_fov()
        {
        float userbuttons, btn2;                      // inspired by modwiki

        boolean already_set = ( false );              // each second "Z"-press will reverse this flag and reset g_fov

            while(1)
            {
            userbuttons = $player1.getButtons();
            btn2 = 4 & userbuttons;                   // 0000 0100 & 0000 0100 = true

              if(btn2)                                // 'Zoom' was pressed
                {
                     if( already_set )                // is it second press?
                     {
                        sys.setcvar( "g_fov", "90" );
                        already_set = !already_set;
                        debug_print();
                        sys.waitFrame();
                     }
                     else
                     {
                        sys.setcvar( "g_fov", "10" );
                        already_set = !already_set;
                        debug_print();
                     }
                }
            sys.waitFrame();
            }
        }

void main()
        {
        thread pressed_fov();       // always run when level is loaded
        }


10
id Tech 4 Models and Animations / How to bind weapon to player?
« on: June 13, 2017, 11:47:00 AM »
In .def file:

Quote
"joint_attach"        "SOUL_ATTACHER"

or PISTOL_, SHOTGUN_ etc.

But "SOUL_ATTACHER" it's not bone's name or joint's name in .md5mesh.

In 'export fred' section of player.def I see:

Quote
mesh...
options ... - Rhand SOUL_ATTACHER PISTOL_ATTACHER...

I really don't understand this thing. 'Rhand' is bone's name in player.md5mesh. I don't need to create .mb (maya) and then export it to md5mesh via .def (I already have exported md5mesh).

What is "..._ATTACHER" and how to create this thing when export md5mesh from .blend file or others?

Thanks.

11
Sorry can't find any info relating to D3.

Perhaps this is obviuos thing but no luck for me.

Thanks.

12
id Tech 4 Textures / How to works with decals?
« on: April 27, 2017, 10:18:19 AM »
It's not about how to create material for decals.

It's about when/how it can be generated/placed on the surface.

E.g. is it possible to draw decals (like scratch, dirt etc) if one brush/model collide/dropdown/touch with others?

In vanilla assets I see decals only for projectiles (like bullets).
If it collide with brush then engine generate a decal, which is defined in projectile.def.

What entities (except projectiles) can generate decals? How type of collision allowed for decals?

Thanks.

P.S. On modwiki I see link to 'Alphabet Decals manual' but it sends in nowhere ((



13
id Tech 4 Textures / Lightsaber material in D3
« on: March 25, 2017, 07:51:46 AM »
I remember there was a topic on doom3world or somewhere. Few textures and simple table based material shader.
Can anyone give me a direction?

Nice saber was realized in Jedi Academy which is based on Q3, but I don't know where I can find this material in these resources.

Thanks.

14
id Tech 4 Scripting / Inventory
« on: February 12, 2017, 12:06:11 PM »
Is there a manual about how to work with inventory?

Some info placed here but seems like it's for TDM only and based on addition C++ code.

http://wiki.thedarkmod.com/index.php?title=Inventory

In D3 I can place some model on the map, set key "inv_name" and triggered some action with it.

But how organized info about items in inventory and how to works with it via scripts (for vanilla D3)?

Thanks.

15
id Tech 4 Scripting / Debug HUD?
« on: January 16, 2017, 10:41:29 AM »
Is D3 have an analogue of Quake 4 Debug Hud?
https://www.iddevnet.com/quake4/DebugHud

I check it and IMHO it's a simple GUI script with Code interaction.

Code: [Select]
text "gui::viewpos"
gui::physics_rotations
gui::physics_render_model_traces

Looks like C++ variables with transition to GUI script via "::".

Perhaps I saw on this forum screenshots from BFG with debugHUD alike.

Or I'm looking for how to see this part of the code.

Thanks for any information. Sorry for writing style ))
 

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