Recent Posts

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id Tech 4 Scripting / Re: Inventory
« Last post by bitterman on Today at 08:55:58 AM »
Now I try to work with items from map and scripts.

First pretender is func_itemremove. I just placed this func on the map and set key "remove". But seems like it doesn't works. I can put item in inv_name_0 then touch func but there is no reaction. I still see item in PDA. What's wrong?

Perhaps I must refresh windowDef witch contain inv_name_0 in PDA, but how?

In Code I see:
Code: [Select]
#ifdef _D3XP
EVENT GiveInventoryItem/RemoveInventoryItem

How to know is current exe was compiled with this key?

*************** upd

Ok I set trigger and targeteg it with func_itemremove. Trigger is working but item is still shown in PDA.
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Content for Games/etc. / Re: Sharing My Music / SFX - Over 900 Tracks
« Last post by Eric Matyas on February 22, 2017, 02:53:45 AM »
Here are this week's new free tracks:

On my Quiet 2 Page, we have:

"Desert After Rain"_Looping

"Vast Places"_Looping

"Autumn Leaves"_Looping

On my Upbeat Page, we have:

"Calmer Times"_Looping

And on my Sci-Fi 5 page, we have:

"More Introspective Machines"_Looping

Enjoy!
http://soundimage.org/
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id Tech 4 Scripting / Re: Inventory
« Last post by bitterman on February 21, 2017, 11:09:49 AM »
So we have array of items. Each of item is accessible from gui script via "gui::inv_name_n" (from "inv_name_0" to "inv_name_19", but not tested yet).

Current number of items is placed in "inv_count" (and can be read via "gui::inv_count").
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Content for Games/etc. / Re: Building a Library of Images for Everyone
« Last post by Eric Matyas on February 21, 2017, 07:51:26 AM »
Hi everyone,

I've added about 100 new texture images. You'll find them on the following pages:

TXR - BRICK - (some new seamless "fantasy" bricks)

TXR - GROUND - (stones that could be used for riverbeds, railroad beds, etc.)

TXR - METAL - (both standard and seamless)

TXR - ROCK/STONE - (lots of cool rock textures, both standard and seamless...realistic as well as fantasy creations)

TXR - VEGETATION - (some cool ground cover that has a surreal look)

Enjoy!
http://soundimage.org/
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id Tech 4 Models and Animations / Re: The md5 file
« Last post by motorsep 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.
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id Tech 4 Models and Animations / Re: The md5 file
« Last post by TeaMonster on February 18, 2017, 07:38:38 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.
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id Tech 4 Models and Animations / Re: The md5 file
« Last post by aphexjh on February 16, 2017, 07:19:20 PM »
Speaking personally, yes a lack of .md5 exporters for Maya is THE MAIN REASON i don't do more modding. It is not for lack of looking. They're just arent good current ones out there. I would pay toward making an exporter that worked with Maya LT.
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id Tech 4 Models and Animations / Re: The md5 file
« Last post by argoon on February 16, 2017, 12:33:15 PM »
Thank you! I'll let you know how it goes. The guys at Doom Reborn asked for a hand with getting the Doomsday models into their mod. 

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 already imported animated md5 models into Doom 3 successfully, albait basic ones not full characters, using the Arx team exporter and i already explained above how i did it, but again, you just need to remember, one name the first bone "origin", two put the bones you want to export into blender layer 5, this is a requirement,  this means the basic armature not the complex rig with all the control bones, shapes and modifiers, four be careful with weight painting the mesh, sometimes you think you have all bones perfectly weighted but they are not, happened to me.

Like The Happy Frier said the exporters are made in accordance to the workflow of the team that made it so if you work in a different style you will certainly find problems, we just need to adapt to it.

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.

That is true but is not why the idtech 4 modding scene is this small, the truth imo is because idtech 4 based games were not very successful, enough to amass a big following, one willing to spend time learning the tools, specially when everyone now wants a "press a button" for game, kind of tools plus the engine market imploded, making AAA engines like UE4, Cryengine, etc become cheap to use, everyone and their mother flocked to them to make the "game of their dreams".   


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

fhDoom has all the tools including a improved light editor.   
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id Tech 4 Models and Animations / Re: The md5 file
« Last post by motorsep 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 :)
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id Tech 4 Models and Animations / Re: The md5 file
« Last post by The Happy Friar 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.
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