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Messages - chimueloeldragon2011

#1
Man I did that in my assets pack you can take a look here, is this what you're looking for?

http://www.moddb.com/mods/star1088/images/new-media-hud-and-mod-internal-changes2
#2
id Tech 4 Level Editing / Re: Editing ragdoll limbs
January 23, 2015, 12:41:24 PM
One good way to do so (and most likely the most effective) is to place the ragdoll in the editor, just do so.
Then save the map and load it in-game. Use g_dragentity to move the ragdoll around and place it exactly the way you want it to spawn when loading the map. you can drag its limbs and such... Once done type saveRagdolls in the console and next time you load the map in the editor you'll see your ragdoll will have its custom position.
#3
Some of you may know about it, some may not.
A few hours ago I came across these news about ol' but yet loved Doom 2. A master of this FPS jewel has beaten the speedrun world record by a bunch of seconds, setting a new one, and in one of the highest difficulty levels.

Still love Doom 2 and want some old-school action? Here's the news article, if you want to take a look :D

http://www.ign.com/articles/2014/11/19/speedrunner-smashes-doom-2-world-record
#4
Welcome! / Re: Welcome to the id Tech Forums!
October 29, 2014, 12:56:30 PM
It feels great to see old names around here once again. I sure hope this community will eventually grow just as big as D3W back then :D
Cheers everyone!
#5
It'd be nice to add different custom textures so that it doesn't look like a Doom 3 setting. So far, by watching these screens I would have thought it was all about a base on Mars if I haven't read the plot. Yet it still looks too Doom-ish. That doesn't mean the level design is bad at all eh! Anyways, you sure know what you have in mind ;)
I'm curious about the idea of playing as two different characters, that means different hand models, different view heights, maybe even different scripts and down to the minimal details such as footstep sounds. Would be nice to see or experience something like that in this engine.

Also, while I was reading, for some reason I thought of Heavy Rain plot-wise (You know missing children, private investigators, maybe even murders or psychopath people) I loved that game so it's actually a good thing for me.

Again, let's just see what you come up with.
#6
Welcome! / Re: Hi everyone!
October 02, 2014, 09:13:51 PM
Welcome to the forums! Always nice to see newcomers, have a good mapping time!
any questions just feel free to ask.
#7
Well, being so... :)

The material needs to go in a .mtr file, you can grab a doom 3 material file, delete all of its content, rename it, and paste the material there. Or simply create a txt file and save with .mtr extension.
Then of course place that in your "materials" folder. That's all there's to it with the mtr.

Now as for the values, the ones you'll need to tweak are the two "vertexparm" lines (the ones with the comments), in the material that is. The one I posted here should already be black and white. Again you can delete the "static" stage if you want. It acts as some kind of filmgrain.

Attached there are two shots, first one is just a brush with the material. Second is the target_setinfluence affecting the player's view.

To do the second one you need to set these very basic key/values to the influence entity (in the editor)
influenceLevel 0
mtrVision textures/yourmaterialname
effect_vision 1
triggerActivate 1

With those, when triggered, your referenced material should render, when triggered again it should go away. That's how it works basically. (make sure the path and name in the influence matches the path and name in your material)

Hope this sheds some light on the topic.
#8
Good to hear you've been mapping mate.
You want to use a colorprocess filter. Here this material should help a lot.

textures/yourmaterialname
{
noshadows
translucent

{
program colorProcess.vfp
vertexParm 0   1  // 0.0 = source color, 1.0 = target color
vertexParm 1 4, 4, 4 // target full intensity RGB
fragmentMap 0 _currentRender
}
{
blend add
scale 2,3
translate time * staticatable[ time * 10 ], time *staticatable[ time * 10 ]
rotate time * 4
rgb 0.5
map    textures/decals/greystatica.tga
}
}


Ignore the preset values, what you need is the colorProcess program. As for the values just try what you think fits your needs. There is also a static stage in that material, just so you see you can add other various effects.

Then to use it you can reference it in a target_influence or create your own entity that will enable/disable it from the code. I'm not sure it will work from the HUD gui. I use the aforementioned method (the code one) a lot in my personal project.
#9
Strutt your stuff! / Re: ABD3SP2 - As yet unnamed
September 10, 2014, 12:24:35 PM
Good work! I love the lighting and the plants
#10
Welcome! / Re: Welcome to the id Tech Forums!
May 24, 2014, 07:00:58 PM
Well, the loss of D3W sucks badly, I was really hoping for the best, but I don't know what to think right now.
So yeah, just passing by the forums, hopefully this will grow bigger!!