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Topics - MrC

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id Tech 4 WIP / idLiquid
« on: April 10, 2018, 08:22:29 AM »
Howdy folks,

Not sure if this is the right place to post this but... I've been toying with idLiquid lately and wanted to show some progress so far and see if anyone else might know any more tricks regarding this little hidden gem (well it was for me anyway).

Credits go to Human Head as it was within Prey that I found the basis for the idLiquid model entity, which is basically just an text file with various properties, as with the def files (modified versions found below).


A breakdown of what you're seeing and to try this yourself...

entityDef test_liquid512x512 {
   "inherit"               "idLiquid"
   "editor_color"            "0 .5 .8"
   "editor_mins"            "0 0 -24"
   "editor_maxs"            "512 512 24"
   
   "mins"                  "0 0 -24"
   "maxs"                  "512 512 4"
   "model"                  "liquids/test_liquid.liquid"
}

liquids/test_liquid.liquid:

size_x         512
size_y         512
verts_x         32
verts_y         32
liquid_type      1
density         1
drop_height      10
drop_radius      6
drop_delay      8000
update_rate      20
seed         22
shader      textures/rock/greenrocks2_lavascroll   

I think that's everything, "density" needs to be 1 or else the liquid will ripple but come to a stand still, I'm not even sure if everything actually does anything but it's what's there so far, play round and see what you can come up with and if anyone has any more information on this please share.

2
id Tech 4 Models and Animations / 3DS Max 2016 (maybe newer) MD5 Exporter
« on: December 26, 2017, 03:56:31 PM »
Hey everyone, happy holidays and all that.

This has come up before for those intrepid max users out there like myself having to keep an older copy of Max installed. Long ramble short, I literally just commented out an offending line (when in doubt, comment it out) and rezipped the MD5 exporter from 'Jonathan "BeRSeRKeR' Garcia" and it seems to work. So far only tested with 2016. It just takes a long time to export (meshes) but if anyone else want to try it out, it's attached here. Didn't test camera exporter.

3
id Tech 4 Models and Animations / Mixamo to idTech4 using 3DSMax
« on: May 15, 2016, 12:36:38 AM »
Hey everyone, during a conversation the topic of using Mixamo came up and using it with idTech4 and I was encouraged to share some of the things I learned during the process of getting a custom character into D3. I've never really written a tutorial before so this is more like another one of my rambling info dumps, I hope it might come in useful for anyone who wants to use Mixamo rigs and animation for custom work in idTech4. If anything is not clear or if you have any suggestions for improvement please let me know and I can try to make it better. Uploaded as PDF because I used a lot of pictures and didn't really feel like redoing the whole thing as a post but can if needed I supposed or someone else can have at it or whatever. Anyway, hope it's of use.

4
Haunting of Deck 12 / Re: opinions on new game using idtech4.5
« on: November 23, 2015, 03:17:41 AM »
It's true, CSG level building has been abandoned for no good reason in all engines, except Source (not mentioning idTech 5 since it can't be used). However, Unity has this: http://www.protoolsforunity3d.com/probuilder/ and it's coming for UE4. Not quite CSG, but very close.

The problem with old idTech 4 (at least The Dark Mod) and its tools and Radiants, is that they don't work quite correctly on Win10 (reported on TDM forums). I don't know if the same is true for other idTech engines (Quake, Quake2, Quake3).

Quadrilateral Cowboy is a good measuring stick for this tech - the guy knows idTech 2 inside and out, was working on the game full time (at least in the beginning), doesn't have elaborate art, and yet, the game is still WIP.

By all means, use idTech 4 (sounds like reverse psychology :P ). Start off by making a fully animated and textured model with sounds and effects and a map, and some new game mechanics as Doom 3 mod (you can re-use it for your game). Get a feel for what it takes to get that done. If you still feel on board, good for you.

Motorsep I mostly quoted you as I wanted to add to some of your points but this is more of a general reply. I just wanted to add that while Source currently uses CSG, it's been dumped in Source 2 in favor of a more mesh based modeling approach as seen in probuilder, it really is a much more powerful way to create detailed levels and seems to be the way everything is going, even if you do get in-editor tools and something that doesn't just rely on models made in an external program. Having said that, you could say technically after dmap you're left with the same result but depending on your end goal, id tech 4 is sort of half/half if you enjoy blocking out your final level using CSG but really want to get detailed I'd still recommend bringing in modular models made in an external program. You can lump me into that crowd I suppose, personally I still like CSG  becuase it's very fast, still quite flexible and mostly because I hate unwrapping but find models great for adding lots of tiny details, and despite curves I still end up making railings and pipes and grates and stuff as modular pieces... could never really get a handle on splines and bending them to my desire.

Also agree with the suggestion of testing the waters by making a level first or a new monster or weapon or a garbage can or whatever and get a feel for it, start small, learn, add to it, rinse and repeat... It's the best way to start before diving into full on commercial dev which might share a lot in common but is a whole level up from modding... and can offer a whole new headache to boot.

Fingers crossed this post makes sense in the morning.

5
id Tech 4 Scripting / AI Teams/Relationships
« on: August 22, 2015, 01:02:51 AM »
I'm not sure if this amounts to a scripting question or a C++ issue but I'm wondering if anyone could help point me in the right direction in terms of assigning AI default like/hate/neutral relationships towards other AI?

I did play around with Teams/Ranks key/val but so far have only managed to get AI that either does or doesn't just attack the player but seems to ignore other AI, unless I've misunderstood what Teams and Ranks are (probably).

Hopefully that makes sense, thanks in advance.

6
id Tech 4 Models and Animations / Model formats
« on: May 26, 2015, 06:38:19 AM »
*cough*add vertex deformation please*cough*

Haha, YES, second that, although maybe I'm missing something but I sometimes wonder why people continue with MD5 for their custom forks instead of adding support for FBX, I mean I understand if you're using D3 content of course so you'd still want to keep support for it but I mean adding additional formats. Maybe FBX is a mess? There's an open source library that can use FBX (which has morphs, among a bunch of other things) and if I'm not mistaken is supported by a very wide range of programs but anyway back to the point...

I also agree that a GUI would be fantastic and I just want to add whatever you're doing keep at it (unless it's serial killing), learn and tinker and learn some more but above all else never stop having fun doing it. Keep up the great work Radegast!

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