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Messages - The Happy Friar

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1
id Tech 4 Models and Animations / Re: The md5 file
« on: February 16, 2017, 10:27:08 AM »
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.

I agree.  Ironically, I find it harder to get new animations in to Doom/D2 then I do Q2/3/D3 because tools now a days aren't designed for setups like that.  I've done it, just more hoops to go through.  Learning a 3D program is a PITA and players are super-critical of any releases compared to the 90's.  A lot of negativity a modder has to put up with if they want to release something now a days.

2
id Tech 4 Models and Animations / Re: The md5 file
« on: February 15, 2017, 10:30:40 PM »
I was looking in the steel storm 2 git, that's why I couldn't find it!  :)

3
id Tech 4 Models and Animations / Re: The md5 file
« on: February 15, 2017, 01:07:25 PM »
I've found the xReal md5 exporter the best for 2.49 D3 work (http://idtechforums.fuzzylogicinc.com/index.php?topic=17.0)

The biggest issue with md5 export/import scripts is that they're normally tailored to the dev style of the one making them.

Years ago I did some work for a small game company in breaking down the md5 format for their artists.  I found lots of things you can't do to export properly (scaling in the wrong way messes with stuff), and I've helped out some modelers/animators get stuff out.  With Blender md5 exporters you can't scale the bone, do object motions, a whole bunch of other things I don't remember, all because Maya didn't have issues with them when id make the game but other programs do.

For your layers, I'm imagining that it's so the controller bones don't get exported, just the ones bounds to the mesh.

Motorsep's the one who got md5 assets out of the newer Blender versions in to md5.  Maybe he can chime in.  :)

4
id Tech 4 Scripting / Re: Inventory
« on: February 15, 2017, 12:54:35 PM »
good chance it's used in RoE, Q4 or Prey.  stock D3 seemed to have stuff for all three scattered about but never used/finished in the original game dll.

5
id Tech 4 Models and Animations / Re: The md5 file
« on: February 15, 2017, 08:46:17 AM »
I only 2.49 almost exclusively (because it's what I know and it does everything I want).  Motorsep released some good modern Blender md5 exporters.
The only bone issue I know of with md5 is that the first bone must be "origin" (no caps) & everything must be under that. 
md5 exporters have nothing to do with Doom 3 not being modded.  The largest factor is that Epic is a tech company & sells tech, so they're trying to sell tech, not a game.  id's a game company that has tech to sell, Epic switched to being a tech company a while ago & uses games as advertising, and when you want to sell tech you need people to know how to use it.

You'll have a hard time finding tools for most games that are 13 years old.  I'm not even sure you can get the free modeling program that Valve said to use with HL2 any more.

6
id Tech 4 Scripting / Re: Inventory
« on: February 13, 2017, 10:28:12 PM »
I believe that's how the power cell motorsep is referring to works in ROE.  I still think the power cell is used via scripts though, I haven't played ROE in a while.
Instant use would be health, a key would be carried.

7
id Tech 4 Scripting / Re: Inventory
« on: February 13, 2017, 08:38:21 AM »
The only experience with inventory items in stock D3 I've had is they're used like a key: the player needs item X to access thing Y, a script checks to see if player has X.  If he does, Y is accessed, if not, the player is told you need X.
I'm not familiar with TDM's inventory system but I know stock D3 doesn't have a system like Quake 2 or 3, where you can pick things up & later use them.
Well, it kind of does: the weapon system is like that, so if you added more weapons via script/C you could select & use them, or you could replace current weapons with something not for offensive purposes (like something to drop a mine, activate a shield, give health, etc).

8
id Tech 4 Scripting / Re: Debug HUD?
« on: February 04, 2017, 08:36:07 AM »
is there a way to download that file again?

file's there, link of the wiki is wrong: to many "p"'s in "zip".  https://www.iddevnet.com/quake4/download/debug_huds.zip

9
id Tech 4 Discussion / Re: This why no D3 Occulus support?
« on: February 02, 2017, 12:30:04 PM »
Not sure how it's a more reliable link, but it does have a link to the case file (besides that's it no more info then my link, but lots of fluff), and it does say that was the issue: the stuff JC did while @ id to help with Oculus was id's & Oculus took it when he left w/o permission.  So I'm guessing that was the deal: id help's with the tech & they get first dibs in showcasing the tech.  Oculus got JC & then ditched the deal.

10
id Tech 4 Discussion / This why no D3 Occulus support?
« on: February 02, 2017, 09:29:45 AM »
www.foxbusiness.com/markets/2017/02/01/facebook-oculus-facing-500-million-bill-in-copyright-case.html

Perhaps the whole "We'll support D3" thing was a trade for tech, and since it was canceled the deal was null and void?  Not sure what copyrights & TM's Oculus would of used (I would of figured patents).  I don't remember reading they were working with Zeni/Beth except for D3/John Carmack when id was sold.  Or perhaps it was that Oculus used D3/id TM's to sell units & then never delivered.

11
id Tech 4 Discussion / Re: Global Gam Jam ?
« on: January 20, 2017, 12:44:28 PM »
I've never participated but find them interesting.  A great way to try out stuff & share, and people accept, when in other avenues people would say it's crap & you suck.  :)

There's so much focus on features & bells & whistles you don't see much stuff that will sacrifice features & bells & whistles for something entertaining to interact with.

12
id Tech 6 General Talk / Re: DoomExtract
« on: January 13, 2017, 09:57:24 PM »
Cool, new version!

It says it can add stuff.  :)

13
I'd love to see a more direct port of Q1/2/3A as a single game for $50/60.  I'd buy that again.

14
id Tech 4 WIP / Re: Icarus Starship Command Simulator
« on: January 04, 2017, 11:47:20 AM »
Wow, that is crazy.  Crazy awesome.  :)

15
id Tech 4 Models and Animations / Re: Sgt.Kelly BFG Textures
« on: January 03, 2017, 11:55:09 AM »
Reminds me of my BBS days where you'd be given parts of code & told "Go to this file, find this part, replace this part." :)

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