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Messages - motorsep

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1
id Tech 4 Models and Animations / Re: The md5 file
« on: February 18, 2017, 11:22:27 AM »
In 2.78 I've tried exporting one of our models - it's triangulated and has a root bone. The model exports as a 1kb file and is not visible in the viewer. I'll have to download 2.77 and try that.

Using my md5 exporter?

Did you press Init button in your Properties to have add-on initialized and mark deforming bones as exportable ?

I believe I have a video tutorial about how to use md5 exporter.

2
id Tech 4 Models and Animations / Re: The md5 file
« on: February 16, 2017, 10:46:41 AM »
Hopefully when I have time and money, I can get SE2 converted back to support Doom 3 BFG assets and make a mod for Doom 3 :)

Alternatively if fhDOOM will get tools back, maybe I'll use fhDOOM :)

3
id Tech 4 Models and Animations / Re: The md5 file
« on: February 16, 2017, 09:57:02 AM »
I was talking to gamehacker over at Doom Reborn and we are both wondering if the lack of exporters for MD5 is part of the reason why the modding community has pretty much dried up.

I doubt that. Making good animated models is not an easy task. Lower hanging fruit would be making new maps, new static meshes, scripting/coding improvements, making new experiences using existing animated models. So technically before you get to the point you need md5 exporter, you would have done many more mods for Doom 3. And that never happened after ~2008.

4
id Tech 4 Models and Animations / Re: The md5 file
« on: February 15, 2017, 08:56:04 PM »
Hoi hoi !

https://github.com/motorsep/blender-idtech4-md5

Haven't tested with Blender 2.78, but works with 2.77

5
id Tech 4 Scripting / Re: Inventory
« on: February 13, 2017, 10:52:35 AM »
In RoE you can store power cell and use it later.

6
Strutt your stuff! / Re: The Dark Mod on Greenlight
« on: February 06, 2017, 10:37:10 AM »
It's about time. I recall the talks started a looooong time ago and there were so many against going on Steam.

I see some people expressing negativity on Steam and DarkMod guys swing ban hammer  ::)

8
id Tech 4 Scripting / Re: Scale func_static in script?
« on: January 27, 2017, 02:55:44 PM »

First he did this on his free time with no money compensation so be glad it happen at all.

Second have you clicked the link i posted? I assume not because if you did then you would see this.

Would you shut the fuck up already?! I asked a question. If you don't intend to answer it, don't bother to reply with useless set of letters...

9
id Tech 4 Scripting / Re: Scale func_static in script?
« on: January 26, 2017, 06:23:22 PM »
Only a bit more than a year passed from the moment I was inquiring about that  ::)

You still need engine / dmap update, correct ?

10
id Tech 6 General Talk / Re: DoomExtract
« on: January 14, 2017, 11:20:27 AM »
Cool, new version!

It says it can add stuff.  :)

Now of course someone needs to try it :D

11
id Tech 6 General Talk / Re: DoomExtract
« on: January 13, 2017, 04:13:02 PM »
http://www.moddb.com/games/doom-4/downloads/doomextract-v1-4

Looks like it allows adding new assets into DOOM  :o Or am I missing something ?

12
by the way if anyone is doing stuff with id tech 6, and needs audio assets, don't hesitate contacting me  ;)

Sounds like you never played Doom 2016 and haven't looked into modding for idTech 6. It's not moddable. All you can do is build maps using modules provided by the game and script various logic in the SnapMap. No sounds, no textures, nothing external can be added.

13
id Tech 4 WIP / Re: Icarus Starship Command Simulator
« on: January 04, 2017, 02:49:42 PM »
you must mean DoomRL, and it was not never shut down, only forced to be re-titled.
Quote

Yeah, and no, they got C&D letter from lawyers. Renaming project isn't gonna work because all the art made in likeness of Doom. You don't need to be a scientist to see that. From what I know they went open source because of that and I don't think they are still working on it.

and i suppose this decision of yours has nothing to do with you having been campaigning against idtech4 like crazy since forever, and it's not merely a cheap excuse for you not to finish Phaeton :D (which i was seriously looking forward to btw).
Quote

I like BFG engine (the one we made and released on github). Vanilla idTech4 is _old_ and not as good as BFG. Phaeton isn't finished because I don't have any programmers to work on it. There are a bunch of features that were never finished, so even if I were to decide to keep working on Phaeton, it would come out as Doom 3 with different visuals. And without multiplayer. And for Windows only. And buggy as f#ck. That's why it's not going to happen, at least not using idtech 4.

but let's concern legal issues for a moment: Brendon could release QC, so i don't see how or why this project would be intercepted by Beth. do you? Beth killed Wolfenstein, which was all due to the brand name rather than idtech4 legacy code inside, and that's all they ever did afaik.

Brendon who? J/k :) If his game was higher profile game, I am sure there could be some commotion from Beth's end. I wouldn't want to work on a game for years just to get slammed with C&D letter. Is it likely to happen? Probably not. Do I want to risk it and find out? No.

14
id Tech 4 WIP / Re: Icarus Starship Command Simulator
« on: January 04, 2017, 12:08:43 PM »
yeah, but when craze meets talent and creativity, it's a welcome threesome.

Well, after recent events with Beth when they shut down Doom RPG, I am not willing to take risks with legal shit. That's why I am not using Doom 3 engine anymore. There is a lot more little things that Beth can use to prevent Doom 3 engine based game from being released commercially. Quake engine is much better in that regard.

15
cheers. I have been wondering. it would be dammit awesome, to port older quake and doom titles to id tech 6. is someone into that? would be willing to help. cheers

Do you own Doom 2016 ? Have you gotten all updates they released? If so, you can already play classic Doom maps officially re-created by iD Software.

Quake Champions will be id Tech 6 powered.

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