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Messages - The Happy Friar

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1
Strutt your stuff! / Re: Hand's viewmodel
« on: June 12, 2018, 12:35:30 PM »
In Q4 I think Raven removed polys you never see to reduce the poly count.  Not sure if there's an easy way to do this or not.

2
id Tech 4 Engine Coding / Re: rbdoom3bfg with editors
« on: May 28, 2018, 06:23:17 PM »
errors I got:
Code: [Select]
Severity    Code    Description    Project    File    Line    Suppression State
Error    C1083    Cannot open include file: '..\LibOVR\Include\OVR_CAPI.h': No such file or directory    idlib    d:\doom-3-bfg-vr-master\neo\vr\Vr.h    32   
Error    C1083    Cannot open include file: '..\LibOVR\Include\OVR_CAPI.h': No such file or directory    Doom3BFGVR    d:\doom-3-bfg-vr-master\neo\vr\Vr.h    32   
Error    C2061    syntax error: identifier 'DXGI_JPEG_AC_HUFFMAN_TABLE'    Doom3BFGVR    C:\Program Files (x86)\Windows Kits\10\Include\10.0.15063.0\um\wincodec.h    8132   
Error    C2061    syntax error: identifier 'DXGI_JPEG_AC_HUFFMAN_TABLE'    Doom3BFGVR    C:\Program Files (x86)\Windows Kits\10\Include\10.0.15063.0\um\wincodec.h    8321   
Error    C2061    syntax error: identifier 'DXGI_JPEG_DC_HUFFMAN_TABLE'    Doom3BFGVR    C:\Program Files (x86)\Windows Kits\10\Include\10.0.15063.0\um\wincodec.h    8137   
Error    C2061    syntax error: identifier 'DXGI_JPEG_DC_HUFFMAN_TABLE'    Doom3BFGVR    C:\Program Files (x86)\Windows Kits\10\Include\10.0.15063.0\um\wincodec.h    8326   
Error    C2061    syntax error: identifier 'DXGI_JPEG_QUANTIZATION_TABLE'    Doom3BFGVR    C:\Program Files (x86)\Windows Kits\10\Include\10.0.15063.0\um\wincodec.h    8142   
Error    C2061    syntax error: identifier 'DXGI_JPEG_QUANTIZATION_TABLE'    Doom3BFGVR    C:\Program Files (x86)\Windows Kits\10\Include\10.0.15063.0\um\wincodec.h    8331   
first two are easy: I don't have that folder in my neo/libs folder.  So obivious.  :)The DX ones I'm not sure.
I downloaded the .zip of the github files earlier today & tried to compile that.  i'm using Studio 2017 & had it cmake to 15, but had no issues loading the solution file.  I added the stuff I was supposed to to the preprocessor & command line for the respective projects.

3
id Tech 4 Engine Coding / Re: rbdoom3bfg with editors
« on: May 28, 2018, 09:22:13 AM »
I've got Visual Studio 2017.  I'll give it a shot sometime.  :)

4
id Tech 4 Level Editing / Re: Texture browser alternative
« on: May 23, 2018, 09:55:48 PM »
Another thing that doesn't help is the fact that the texture browser shows the list of all textures, if I want to see the texture I have to click on it first, then it shows in the "recently used" tab, where I can actually see what texture I'm picking.
What are you using to edit D3 maps?  In D3Edit, in the Textures/Media tab, you can list the texture folders.  If you double click on a FOLDER (not an image) then click the "Textures" tab it will list all the textures that were in that folder.
That's how Radiant has handled it for quite a few versions.

5
Strutt your stuff! / Re: Hand's viewmodel
« on: May 19, 2018, 10:02:58 PM »
Got any comparison images of the high poly vs low poly?

6
id Tech 4 Engine Coding / Re: rbdoom3bfg with editors
« on: May 19, 2018, 10:02:33 PM »
Maybe I'm missing it, but the readme on the github page mentions an installer.  Is there one of do I need to download & compile the code?

7
Strutt your stuff! / Re: Hand's viewmodel
« on: May 09, 2018, 01:52:13 PM »
Yes.  Should work the same way.  i'd suggest looking @ some of the other collision models for md5's just to be sure.

8
Strutt your stuff! / Re: Hand's viewmodel
« on: May 07, 2018, 08:57:17 PM »
I never been heard about "shadow mesh". Perhaps you mean "collision model" (if viewmodel can collide with world)?
But hands material in weapons.mtr includes "noshadows" and "noselfshadow". Is this is not enough?
Thanks.

You are correct, hands/vwep's don't need a shadow mesh because they're just in the players view.  It would be the 3rd person models.  A mis-thinking on my part.

9
Strutt your stuff! / Re: Hand's viewmodel
« on: May 06, 2018, 06:50:31 PM »
Well, with D3 it's really meant to have less poly detail & more texture detail, that might be a little bit overkill.  :)  But, make a separate shadow mesh & it might not matter much on newer systems.

10
bone structure is the most important part, once that's done everything else is just verts bound to the bones.
Good job.  :)

11
I am not sure that a decade ago you could have mp d3 on a handheld device w/ it looking like d3 (lighting and all).

12
Ha!   Thats awesome.  :)

13
id Tech 4 WIP / Re: idLiquid
« on: April 10, 2018, 08:52:48 PM »
I was always under the impression that the D3 engine was always a WIP engine & D3 was just the first game released under it. 

Quake 1/2 GPL engines do something similar with water that D3 does here.  it works on all existing water too, it's pretty cool.  You can also have water interact with objected too.  Makes me think D3 could have this done too.

14
id Tech 4 WIP / Re: idLiquid
« on: April 10, 2018, 02:17:35 PM »
that stock doom 3?  I remember there being an idliquid entity but it was never used in d3. 

it's in misc.cpp but everything is commented out it looks like! :)

15
id Tech 4 Level Editing / Re: Light isn't syncing with sound
« on: April 09, 2018, 09:51:19 PM »
a script or FX might be what you're looking for in the linking of things together.  Although it might be easier to use a target entity to link to all the lights & trigger that via script.

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