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id Tech 4 Models and Animations / Re: Two root bones and invalid joint
« Last post by bitterman on Today at 05:53:11 AM »
These articulated figures must just lie on the floor.

Instead of this some parts of models (e.g. legs) falls through the floor and other parts keep haotic moving. Looks scary.

Why is this happens?
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id Tech 4 Models and Animations / Re: Two root bones and invalid joint
« Last post by bitterman on November 24, 2017, 11:48:29 PM »
1. Check vertex groups.
2. Check smooth.
3. Check export's options.
4. Good naming for bones, bodies and constraints.
5. Avoid complex multidirectional chains of bones (bad for containedJoints).
 
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id Tech 4 Models and Animations / Re: Two root bones and invalid joint
« Last post by bitterman on November 23, 2017, 01:06:15 PM »
Yes, thanks.

I deleted "master" vertex group which was created for "master" bone and then deleted. It fix the problem. Looks like exporter compiled md5 based on vertex groups.

Not sure about correct placement of origin, legs and knees control bones (1,2,3 on pic.).

How much tris/bones in your blue android's model from video?
And how complex af model for it?
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id Tech 4 Models and Animations / Re: Two root bones and invalid joint
« Last post by motorsep on November 22, 2017, 01:31:41 PM »
You can not have 2 root bones. Only one root bone is allowed (called "origin").
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id Tech 4 Models and Animations / Two root bones and invalid joint
« Last post by bitterman on November 22, 2017, 11:00:08 AM »
There is two problems:

1. Don't see any bone with name "master" in rig (28 bones total, not 29 as writed in .md5) but after export Blender adds this bone as root. It get an error "Two root bones not allowed" or same. Fixed via commented "master" and change 29 to 28.

2. Error about invalid joint at pic. below.

Any ideas?

Thanks.
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id Tech 6 General Talk / Cursor Question
« Last post by spamclark15 on November 21, 2017, 08:10:30 PM »
When the game starts up, I have the game configured to run full-screen, but the cursor is not hidden (it appears centered on the screen during the boot sequence.) Is this a bug on my end or the way that they designed it?
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Content for Games/etc. / Re: Building a Library of Images for Everyone
« Last post by Eric Matyas on November 19, 2017, 06:34:07 PM »
Hey guys,

I've added about 60 new images to the following pages:

TXR - CONCRETE / PAVEMENT
http://soundimage.org/txr-concrete/

TXR - GLASS (new page)
http://soundimage.org/txr-glass/

TXR - WOOD
http://soundimage.org/txr-wood/

I hope some of them are helpful!
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id Tech 4 Discussion / Re: Why so few uses of Id Tech 4?
« Last post by VGames on November 16, 2017, 12:38:59 PM »
Shut up Snehk!  :P

JK. You're absolutely right. People just use what you want. I think the OP has been answered to death now.
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id Tech 4 Discussion / Re: Why so few uses of Id Tech 4?
« Last post by Snehk on November 15, 2017, 06:31:11 PM »
This place would be almost dead without those quarrels shaking it up... Can't you guys just get it over with already? It's been a few years since BFG engine release, even more so since GPL. At this point, everyone should be happy that it works at all and still have fun with just fiddling with this old tech! Arguments won't change anything. Well, maybe they'll make the atmosphere here more toxic, I can feel that the amount of salt here is approximately four times bigger than the one of Dead Sea!

The engine is not really used by independent developers, because there are better and easier engines out there. Majority of them are artists, that's why things should be greatly simplified. Large studios may consider it a relic of past. But guess what, large studios don't care about UE4 or Unity, or other miraculous engines available for everyone (unless they try to sell it) as well. Large studios have invested too much time, effort and money in their own technology. Now, with that in mind we can say that only hobbyists, or Doom 3 modders that are experienced with the engine remain. Once in a while some looney with idea for a great game on this old engine appears, gets fed up quickly with obscurity of the engine or toxicity of this place, and leaves. This is a normal thing for any existing game engine.

Anyone is entitled to use anything they want (as long as it's legal) to develop their projects. If an indie team insists on using Doom 3 engine, then it's their decision and nobody should care. Were should provide technical information to help such a team work instead.
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id Tech 4 Discussion / Re: Why so few uses of Id Tech 4?
« Last post by argoon on November 15, 2017, 12:33:05 PM »
So why don't you GFY and stop advising people on using idTech 4 for commercial production?!

Quote from: Argoon
... i also agree that idtech 4 has it stands is not really the best choice for comercial games...

You are not only a guy with a really poisonous personality you also have reading disabilities...
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