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Topics - The Happy Friar

#21
I reinstalled Windows 10-64 on a new HD because my old one was dying.  I reinstalled Blender 2.76 & 2.49 as I use both.  I installed Python 3.whatever & 2.7.whatever.  2.76 sees python, 2.49 doesn't.  I then installed python 2.6, Blender 2.49 still didn't see python.  I installed both 32 & 64 bit pythons & tried both 32 & 64 bit Blender 2.49.  I set the environment variables to point to the python installs, still no go.  When I point to 2.6 then Blender 2.76 won't run because it wasn't the version it came with.

Before I reinstalled Windows both blenders worked w/o issue & I had python installed.  I'm not sure what I could be missing.  I still use 2.49 for id game moddeling because it's got exporters for all the old games, but not I can't run the exporters.  :(
#22
id Tech 4 Tech Support / ETQW has lots of input lag
October 15, 2015, 12:59:00 PM
Win 7 64-bit home, AMD Phenom II & AMD Integrated GPU.

D3 has no issues but ETQW lags quite a bit with the keyboard mouse.  Sometimes it even seems to get stuck with an input command (such as fire, walk, etc). Initially both keyboard & mouse were PS/2 so I switched the KB to USB & different brand, still the same issue.

It's especially annoying when the fire button gets "stuck" and the strafe gets "stuck" and you're running around sideways firing.

Any ideas?  Fresh install of the game.
#23
Is there a tutorial somewhere for Blender 2.49 on locking a foot in to place while doing a walking anim? Would make my life easier for non-standard walking animations.
#24
Is that possible in the current system?  Or perhaps based on the type of damage dealt (bullet, rocket, etc)?  I know how to do semi-locational animations but (for example), chainsaw does one damage anim, pistol does one, punch does one, rocket does one vs pain in arm, head, etc.?
#25
Ok, I'm posting to brag, but here's the mapping contest results: http://leray.proboards.com/thread/3684/winner
I got 6th overall.  :)

Waiting for a link to download all the maps and give them a spin.
#26
Forum News / Possible Forum downtime November 30, 2014
November 28, 2014, 06:20:33 PM
My host is doing maintenance between 2 and 6am EST, so it's assumed the site will be down. 
#27
Forum News / WNY LANFest
November 17, 2014, 09:00:11 PM
I'm planning on being there!  :)
#28
When I load up D3 in a window (or the D3 editor) my screen brightness goes SUPER bright.  In Win XP I could load up my ATI control panel and reset the brightness.  In 8.1 I can't.  Not sure if it's a windows 8.1 thing or because AMD/ATI changed the control panel.  There's no more 3D color correction options I can find.

Anyone else have this happen & know how to fix it?  It's annoying and ONLY happens with Doom 3 in a window.  No other D3 engine based games.

#31
id Tech 4 Level Editing / Doom 3 World BNA Tutorial Pack
September 24, 2014, 07:15:10 AM
This is PDF versions of the Doom 3 Engine Mapping Basics tutorials by BNA from Doom 3 World.  Included are:
D3W Tutorial Getting started with your first map
D3W Tutorial Connecting two rooms, doors and visportals
D3W Tutorial Pipes, patches, bending them
#32
(also in help - command list)

AxialTextureByHeight       U
AxialTextureArbitrary       Shift + U
AxialTextureByWidth       Control + U
ToggleRenderSound          F9
ToggleSelections          F8
RebuildRenderData          F7
ToggleRenderAnimation       F6
ToggleEntityOutlines          F5
ToggleRealtimeRenderBuild       F4
ToggleRenderMode          F3
FindOrReplaceEnt          Control + F3
FindOrReplaceNextEnt       Shift + F3
ShowDOOM             F2
ToggleMoveOnly          W
ViewGame             G
Ungroup             Shift + G
HideSelected             H
ShowHidden             Shift + H
HideNotSelected          Shift + Control + H
BendMode             B
FitFace             Control + B
FitBrush             Shift + B
FreezePatchVertices          F
UnFreezePatchVertices       Control + F
UnFreezeAllPatchVertices       Shift + Control + F
ViewTextures             T
ThickenPatch             Control + T
ClearPatchOverlays          Shift + Y
MakeOverlayPatch          Y
SurfaceInspector          S
PatchInspector          Shift +   S
CycleCapTexturingAlt       Shift + P
CycleCapTexturingAlt       Shift + Control + P
ToggleShowPatches          Control + P
RedisperseRows          Control + E
RedisperseCols          Shift + Control + E
InvertTextureX          Shift + Control + I
InvertTextureY          Shift + I
InvertCurve             Control + I
IncPatchColumn          Shift + Control + Plus
IncPatchRow             Control + Plus
DecPatchColumn          Shift + Control + Subtract
DecPatchRow             Control + Subtract
Patch TAB             Tab
Patch TAB             Shift + Tab
SelectNudgeDown          Alt + Down
EntityColor             K
CameraForward          Up
CameraBack             Down
CameraLeft             Left
CameraRight             Right
CameraUp             D
CameraDown             C
CameraAngleUp          A
CameraAngleDown          Z
CameraStrafeRight          Period
CameraStrafeLeft          Comma
ToggleGrid             0
SetGridPoint5             Shift + 4
SetGridPoint25          Shift + 3
SetGridPoint125          Shift + 2
SetGrid1             1
SetGrid2             2
SetGrid4             3
SetGrid8             4
SetGrid16             5
SetGrid32             6
SetGrid64             7
DragEdges             E
DragVertices             V
ViewEntityInfo          N
ViewConsole             O
CloneSelection          Space
DeleteSelection          Backspace
UnSelectSelection          Escape
CenterView             End
ZoomOut             Insert
ZoomOut2             $
ZoomIn             Delete
UpFloor             PageUp
DownFloor             PageDown
ToggleClipper          X
ToggleCrosshairs          Shift + X
TogTexLock             Shift + T
ToggleFlatRotation          Control + R
CycleRotationAxis          Shift + R
EntityList             I
Layers                L
Preferences             P
ToggleCamera          Shift + Control + C
ToggleView             Shift + Control + V
ToggleZ             Shift + Control + Z
CombineSelection          Shift + K
ConnectSelection          Control + K
Brush3Sided             Control + 3
Brush4Sided             Control + 4
Brush5Sided             Control + 5
Brush6Sided             Control + 6
Brush7Sided             Control + 7
Brush8Sided             Control + 8
Brush9Sided             Control + 9
ShowDetail             Control + D
MakeDetail             Shift + Control + M
MakeDetail             Control + M
MediaBrowser          M
CSGMerge             Shift + M
NextLeakSpot          Shift + Control + K
PrevLeakSpot             Shift + Control + L
FileOpen             Control + O
FileSave             Control + S
NextView             Control + Tab
ClipSelected             Return
SplitSelected             Shift + Return
FlipClip             Control + Return
MouseRotate             R
Copy                Control + C
Paste                Control + V
Undo                Control + Z
Redo                Control + Y
ZZoomOut             Control + Insert
ZZoomIn             Control + Delete
TexDecrement          Shift + Subtract
TexIncrement             Shift + Plus
TextureFit             Shift + 5
TexRotateClock          Shift + PageDown
TexRotateCounter          Shift + PageUp
TexScaleUp             Control + Up
TexScaleDown          Control + Down
TexShiftLeft             Shift + Left
TexShiftRight             Shift + Right
TexShiftUp             Shift + Up
TexShiftDown          Shift + Down
GridDown             [
GridUp             ]
TexScaleLeft             Control + Left
TexScaleRight          Control + Right
CubicClipZoomOut          Control + [
CubicClipZoomIn          Control + ]
ToggleCubicClip       Control + \
MoveSelectionDOWN    Subtract
MoveSelectionUP       Plus
DumpSelectedBrush       Shift + D
ToggleSizePaint       Q
SelectNudgeLeft       Alt + Left
SelectNudgeRight       Alt + Right
SelectNudgeUp       Alt + Up
NaturalizePatchAlt       Shift + N
NaturalizePatch       Control + N
SnapPatchToGrid       Control + G
ShowAllTextures       Control + A
SelectAllOfType       Shift + A
AutoCaulk          Shift + Control + A
CapCurrentCurve       Shift + C
MakeProjectedLight       J
MakeStructural       Shift + Control + S
CenterOrigin          Shift + O
FindReplaceTextures       Shift + F
SelectCompleteEntity    Shift + Alt + Control + E
PrecisionCursorMode    F11
FilterLights          Alt + 0
InvertSelection       I
ShowClip          Control + L
#33
 (Sorry, images don't exist anymore)

Here's a mini tutorial on directory structure for Q4 stuff. All you need to do to make this work for custom files is to replace the "mympmaps" folder name and the "mymap" file names with the proper directory and filenames used by your own stuff.

Your Quake 4 directory, with the mod folder, "mympmaps" in it:


The folder structure inside "mympmaps":


The .def file inside the "def" folder:


The "guis" folder inside the "gfx" folder:


The "loadscreens" and "mainmenu" folders inside "guis":


Image file inside "loadscreens":


Image file inside "mainmenu":


The "mp" folder inside "maps":


The various map files inside "mp":


Here's the contents of mymap.def:

// custom map loadscreen for mymap.map

mapDef mp/mymap {
   "name"      "mymap Loadscreen Test"
   "DM"      "1"
   "Team DM"      "0"
   "Tourney"      "0"
   "CTF"      "0"
   "Arena CTF"      "0"
   "Gametype_Deathmatch"      "1"
   "Gametype_TeamDeathmatch"      "0"
   "Gametype_Tournament"      "0"
   "Gametype_CaptureTheFlag"      "0"
   "Gametype_ArenaCaptureTheFlag"      "0"
   "loadimage"      "gfx/guis/loadscreens/mymap.tga"
   "mp_thumb"      "gfx/guis/mainmenu/mymap.tga"

}



This is the structure you need to use when adding a map to the server map list and giving it a custom screen while loading it.

And now, the Quake 4 shortcut used to launch the game so that it will use the data in "mympmaps":

Image

When you've tested everything and you want to toss everything into a pak file for distribution, you do the following, assuming you have winrar installed:

Go into the mympmaps folder and highlight the def, gfx, and maps folders. Next, right-click on them and choose "Add to archive...":
Image

Change the filename so it has the extension ".pk4" instead of ".zip".

Make sure "ZIP" Archive Format is selected instead of "RAR" Archive Format. Leave the Compression Method at "Normal". Your WinRar archive window should look like this:
Image

Click OK and you should have a .pk4 file ready for distribution.

Goliath


#34
 I'd like you to consider this idea to keep things organized for yourself and even more for others:

When creating scripts and sample boxes to let them run in (aka map) please make sure to set them up in unique folder structures to make maintaining easier and avoid possible double named files which interfere with each other.

Since custom content files will spread over various directories, it'll be appropriate to create subfolders named by your NICKNAME (without any special characters of course) to keep things tight and easy to find afterwards.

Here's my suggestion:

Media:
Code:
- Create a main folder in the base directory named by your nick.
- Within this folder create (two) subfolders named: models and textures
- store all your media in these two folders and of course appropriate subfolders (like characters, base_wall...)


Scripts (progs, cameras...):



Code:
- again create a folder within the individual doom folder (progs, cameras...) with your nickname and if you wish appropriate subfolders


Materials:



Code:
- please name the .mtr file by your nickname and if you create more of them increment the filename
- set up the materials NOT in a way to fit into the existing Doom materials
- set them up by your nickname and from there on go with base_wall or whatever you like to organize them and/or maintain the ease to identify the content category by a well picked directory name which ideally reflects the storage folders as described in the "media" storage suggestion above


Def files:



Code:
- see under "Materials"


Mapfiles:



Code:
- again make a folder named by your nick and proceed from there


Think about it - if everybody works on a fancy "robot" script he may end up naming his things "robot.map" and "robot.script" - soon files will interfere with each other and in the worst case either your work is lost or you have to reedit the third party script to fit the folders you pushed it into to avoid file overwriting.

A neat side effect will be that you can easily find what youu need later on without the need to call a research agency to analyze your base folder :)

Feel free to disagree below, but also please feel free to either make a better suggestion or to agree.


#37
I went to reinstall Q4 to play False Dawn.  The installer wouldn't work (long story) so I copied the data from the game over to my computer (c:\games\quake 4).  I installed the 1.4.2 patch, no others. 
I went to run Q4 and it wasn't in English, it was in another language (Spanish I think).  I went to the q4base folder.  zpak_english.pk4 was there along with _00-04.  I deleted the other languages (the patch said it couldn't detect where I installed the game so I chose to install the update for all languages, there was no English option).  Now when I run the game it shows the #str_#### for everything.  I know this means the game is referencing strings that don't exist in the latest pak file, but I'm not sure what pak files should be there.
Can anyone help?

EDIT: I went and took a look in the zpak_english_04.pk4 file.  The strings the main menu references are there.  Also, False Dawn displays correctly, so I'm thinking it's not my pak files but instead the dll/something else.  :?
#39
id Tech 4 Tech Support / D3 Troubleshooting FAQ
June 11, 2014, 08:55:21 AM
Q&A that are answered in this forum will (attempted) to be posted here for quick looksee.

Q: My mouse doesn't work properly in Doom 3 (non-BFG) on Windows 8.1, it acts "sticky".
A: Disable the "Enhanced Pointer Precision" in Mouse Properties - Pointer Options.
#40
id Tech 4 Level Editing / Level Editing Tutorials
May 29, 2014, 12:45:40 PM
Post in this thread please.....  and I'll get on the first post.

MAPPING BASICS
Keyboard Shortcuts for DoomEdit
Custom MP Map Folder Structure Setup and Walkthrough (Quake4 and Doom3)
File Naming/Folder Structure Conventions
How to light efficiently by Raven (old thread here)
Doom 3 World BNA Tutorial Pack:  (moddb.com link)

       
  • D3W Tutorial Getting started with your first map
  • D3W Tutorial Connecting two rooms, doors and visportals
  • D3W Tutorial Pipes, patches, bending them
End level via GUI by solarplace

Video Tutorials
3D Buzz Tutorials: http://www.3dbuzz.com/training/view/doom-3-modding
Getting started with the Doom 3 Level Editor - Video Tutorials

Lesson 1 - The parts of the window
Lesson 2 - Basic camera movement
Lesson 3 - Working with brushes Part 1
Lesson 4 - Working with brushes Part 2
Lesson 5 - Your first level Part 1
Lesson 6 - Your first level Part 2
Lesson 7 - Optimizing your map
Lesson 8 - Taking care of mapping leaks
Lesson 9 - Getting your multiplayer level online
Lesson 10 - Adding a levelshot to your multiplayer map