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Messages - The Happy Friar

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1
id Tech 4 Textures / Re: Night/thermal vision technique
« on: September 18, 2017, 10:05:34 PM »
Yes, my mistake.  Got confused there even with the moddb profile staring my in the face.  :)

2
id Tech 4 Textures / Re: Night/thermal vision technique
« on: September 16, 2017, 07:18:26 AM »
Wonder why the fps is down.

Looks cool.  You should try it in a doom 3 map to see how it looks. 

3
id Tech 4 Textures / Re: Night/thermal vision technique
« on: September 15, 2017, 11:19:02 PM »
Can you up the gamma and brightness?

4
id Tech 4 Textures / Re: Night/thermal vision technique
« on: September 15, 2017, 08:21:40 PM »
I think the issue (and it's not really an issue, just the way the game works) is that you can't separate entities from the world via lighting.  Old non-unified lighting games (Quake, etc) this was easily achieved by having the entities a different visual color then the world.

Real night vision doesn't work that way.  check out pics of military night vision: https://images.search.yahoo.com/yhs/search;_ylt=A0LEViwObrxZSf4AaFEnnIlQ?p=military+night+vision&fr=yhs-mozilla-001&fr2=piv-web&hspart=mozilla&hsimp=yhs-001

It doesn't do it like older video games do, it actually amplifies the light & makes dark things brighter, bright stuff blinding.

If you could make the screen grey scale you could then apply a green hue to it & up the brightness+gamma and get the same effect.

5
id Tech 4 Textures / Re: Night/thermal vision technique
« on: September 14, 2017, 09:34:42 PM »
Oneofthe8devils did that in his Predator mod I believe.
http://www.moddb.com/mods/blade-yautja
Worth checking out.

6
id Tech 4 Needs Help / Re: how i can spawn models in map ?
« on: September 10, 2017, 09:02:55 PM »
Testmodel uses the modeldef in the entity's def files, not model files.  A working entity requires a modeldef so if the entity works so should testmodel.

7
id Tech 4 Needs Help / Re: how i can spawn models in map ?
« on: September 09, 2017, 10:31:06 AM »
I use the "testmodel" command.  It spawns the model in front of you and you can walk around and check how it looks (I use noclip to fly around it & spawn some models in the air).  If the model is a md5mesh you can use "testanim" to play through the animations.

In general, you can only have one testmodel spawned at a time.

8
id Tech 4 Models and Animations / Re: How to bind weapon to player?
« on: September 08, 2017, 12:38:38 PM »
Anything you can do in the editor you can do in script either directly (like you said in level script) or by setting up entity spawn parameters and spawning that entity with those parameters.

You can always copy the player's location & view angles & apply those to an entity via script.

9
id Tech 4 Models and Animations / Re: How to bind weapon to player?
« on: September 07, 2017, 12:47:22 PM »
I thought I did that once but can't find my old .map file.  What I have done in the last several maps I wanted something similar was have a map script that would take the player's coordinates and move a func_mover to those coordinates.  That worked surprisingly well.

I did a test once with a helmet that was either bound to the player or used a script.  It was iffy.  I think I bound it.  I want to say that for any md5mesh that is bound to needs you to specify the entity name AND the bone you bind to.  That would mean it wouldn't be "bind" "player1".  it would be "bind" "player1:head" (if there's a head bone).  Or similar.

10
id Tech 4 Scripting / Re: Zooming by run loop script
« on: September 05, 2017, 04:10:03 PM »
influenceFov is for when the influence trigger is done, one of the options is changing the player FOV.  It's all setup via the influence entity.

11
id Tech 4 Scripting / Re: Zooming by run loop script
« on: September 02, 2017, 02:45:42 PM »
Doom 3 has a built in zoom feature for each weapon. 
http://idtechforums.fuzzylogicinc.com/index.php?topic=260.0

"zoomFOV" in the weapon's def.

Would that make things easier?

12
From gog.com's forums, adding "seta net_useplatformbackend 0" to a autoexec or default.cfg's should enable mp.

13
id Tech 4 Mods / Re: Doom 3 BFG VR
« on: August 29, 2017, 09:31:15 PM »
Tried D3 BFG VR today.  Amazing looking!  :)  Controlling the disembodied player from your location makes it like an older Resident Evil game.  :)

14
Could be then no official MP because by default it goes through steam.

Any way for me to find a lobby so I could try the connect command?

15
Someone please post the size of the doom3bfg.exe & the folders that contain the data.  I'd like to see the difference.  Maybe mp is something that can be fixed via gpl.

Does using the compiled gpl code let you do mp with the steam version?

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