Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - bitterman

Pages: [1] 2 3
1
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.

2
Can't find it.
Thanks.

3
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.

4
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?

5
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
        }


6
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.

7
Sorry can't find any info relating to D3.

Perhaps this is obviuos thing but no luck for me.

Thanks.

8
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 ((



9
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.

10
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.

11
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 ))
 

12
id Tech 4 Models and Animations / Why <some things> are <going wrong>
« on: October 19, 2016, 11:52:10 AM »
Why I don't see any differences between materials with/without unsmoothedTangents keyword?

I have two copy of .ase model (in fact it's "U"-plane) with textures/smooth and textures/unsmooth BITMAP. The textures/unsmooth contain a unsmoothedTangents keyword.
I expect that second model will be rendered with unsmoothed tangents (with different lighting along each edge).
But it's not. Why?

Thanks.

P.S. I see a r_showunsmoothedtangents in RBDOOM and then my model is colored green.

13
id Tech 4 Scripting / func_activator - what is practical purpose?
« on: September 28, 2016, 07:07:09 AM »
Can't find any examples in base/maps/game.

This is from func.def and misc.h:

Code: [Select]
Non-displayed entity used to activate triggers when it touches them. 
Bind to a mover to have the mover activate a triggers as it moves. 
When target by triggers, activating the trigger will toggle the activator on and off. 
Activator will disable itself when it activates a trigger.

In other words this is an entity which can activate triggers. But for what purpose? Activating without scripting and/or AI movements?

I guess that triggers can be activated by player/AI or via script.

Also can be maked chain of triggers.

In what cases may needed activation by func_activator?

Thanks.

14
id Tech 4 Scripting / How to debug AI scripts?
« on: September 19, 2016, 05:45:52 AM »
I looking for more advanced debugging techniques than sys.println when I test custom AI script.

When I see moveStatus as "0" or getPos as "0 0 0" I sure about only one thing - something went wrong.

Now I think about complex script function to dump a debugging info to console/log.

Something like this:

Code: [Select]

bind R [run 'dump' script]

sys.println [pos, status, etc]

And second question: Is there an AI script events reference (except doom_events.script)?

Thanks.

******************************

Code: [Select]
extern idCVar ai_debugScript;
extern idCVar ai_debugMove;
extern idCVar ai_debugTrajectory;
extern idCVar ai_testPredictPath;
extern idCVar ai_showCombatNodes;
extern idCVar ai_showPaths;
extern idCVar ai_showObstacleAvoidance;
extern idCVar ai_blockedFailSafe;
extern idCVar ai_showHealth;

Code: [Select]
idCVar ai_debugScript("ai_debugScript","-1",CVAR_GAME | CVAR_INTEGER, "displays script calls for the specified monster entity number" );
idCVar ai_debugMove("ai_debugMove","0",CVAR_GAME | CVAR_BOOL, "draws movement information for monsters" );
idCVar ai_debugTrajectory("ai_debugTrajectory","0",CVAR_GAME | CVAR_BOOL, "draws trajectory tests for monsters" );
idCVar ai_testPredictPath("ai_testPredictPath","0",CVAR_GAME | CVAR_BOOL, "" );
idCVar ai_showCombatNodes("ai_showCombatNodes","0",CVAR_GAME | CVAR_BOOL, "draws attack cones for monsters" );
idCVar ai_showPaths("ai_showPaths","0",CVAR_GAME | CVAR_BOOL, "draws path_* entities" );
idCVar ai_showObstacleAvoidance("ai_showObstacleAvoidance","0",CVAR_GAME | CVAR_INTEGER, "draws obstacle avoidance information for monsters.  if 2, draws obstacles for player, as well", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> );
idCVar ai_blockedFailSafe("ai_blockedFailSafe","1",CVAR_GAME | CVAR_BOOL, "enable blocked fail safe handling" );
idCVar ai_showHealth("ai_showHealth","0",CVAR_GAME | CVAR_BOOL, "Draws the AI's health above its head" );


*************************

to examine mecanim

to exam Half-Life AI, Schedules and Tasks

15
id Tech 4 Level Editing / Create terrain: path mesh vs brushes vs model
« on: September 01, 2016, 07:47:40 AM »
As I think there is a three ways to create a terrain (correct me if I'm wrong):

1. Simple path mesh (bend mode).

2. Brushes.

3. Model (e.g. ASE).

Now I think about next problems:

1) textures & UVW;

2) AAS organization;

3) bot/NPC navigation;

4) animation of walking on uneven/distorted surfaces.

What are the advantages and disadvantages of each way? Any recommendations & tutorials?

Thanks.


Pages: [1] 2 3