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Topics - spamclark15

#1
id Tech 6 General Talk / Cursor Question
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?
#2
id Tech 4 Mods / DOOM 3 Spawn flash light color
October 18, 2017, 08:13:36 PM
I've been changing the colors for the spawn effect that demons spawn in with (and players in multiplayer) but I'm not sure where the light flash is defined, as usually it's found in the DEF for whatever creates it. Anyone know where I should look?
#3
Would anyone be willing to download a bink video I've created as a test and see if it plays properly swapped out with boot_sequence.bik in DOOM 2016? I would just need to know if it displays properly or if the luma and chroma are misaligned (particularly towards the end of the video where the color on the second warning screen is rendered stretched wrong.) I only have 1 PC I can test it on to see if it's an issue on my end or with the game. The video displays properly in RAD tools but as startup for the game is the area of discrepency.

https://www.mediafire.com/file/y4ow7q3ywv0f8kq/boot_sequence.bik
#4
id Tech 4 Textures / BIMAGE Format
September 19, 2017, 06:11:12 AM
I see a lot of mods that make use of DOOM 3 BFG, which uses the BIMAGE graphics format. I'm curious if this means that the format was figured out at some point? There are some textures in D3BFG that are used in the "lost mission" that don't exist in vanilla DOOM 3 or ROE that I would like to get ahold of if possible.
#5
id Tech 4 Mod Coding / Gamex86 Question
August 25, 2017, 12:59:41 AM
I'm wondering where in the vanilla DOOM 3 source is doom3.exe set to look for gamex86 by name? Searching through the solution, I've found nothing.
#6
id Tech 4 Discussion / D3BFG Map Question
August 18, 2017, 03:27:13 PM
Is it possible once the files are extracted out of a RESOURCES file to use the maps in normal DOOM 3? Perhaps someone already tried to do this, but le_hell and le_hell_post of the Lost Mission would be neat to play in normal DOOM 3.
#7
id Tech 4 Textures / Another Material Question
August 14, 2017, 11:27:15 PM
I've been looking through all the material files looking for where these door lights are defined. I edited some for the longer red/green lights on other types of doors, but I haven't found where these are defined. Does anyone know either how to figure out what material is being used or know the material?
#8
id Tech 4 Textures / Plasma Gun Material
August 07, 2017, 04:30:22 AM
Something I'm trying to fix is the player shadow being cast on the Plasma gun. This is the only gun that has this behavior, and also the only gun that will cast a shadow of itself onto objects like dead monsters. The pictures show the player shadow casting ugly shadows on the top of the plasma gun, the plasma gun casting a shadow on a dead pinky, and for comparison, the machine gun, which does not do this. What is going on?
#9
So I've been messing around with the game's Bink videos that are used for a lot of UI things. The issue is after I use Bink's encoder to encode the video and it looks perfect in Bink's own player. When I view them in-game, the chroma and luma don't seem to line up. The luma portion is correct, but the chroma part seems to be stretched incorrectly. The videos are 30 FPS at 1920x1080 which matches a lot of the videos already used in the game. The game uses a mixture of Bink 1 and Bink 2 videos. Since the Bink 1 encoder is the only one available to the public, that's what they're being encoded in. I've been looking for a solution to this. I would pin it on Bink itself, but with their own tools displaying the videos fine it's kind of perplexing. I've used different versions of the RAD tools from years apart and the problem is still present. I've tried replacing the game's Bink DLL with a newer one out of another game, but the problem persists. I wish I could talk to the RAD tools guys themselves about this bug, but they refuse to answer any e-mails I send.
#10
id Tech 4 Textures / Light material question
July 25, 2017, 12:26:05 AM
I've changed the color of the lights on doors for locked/unlocked but I'm noticing that, while the red image appears correctly, the green image seems to be a combination of both the "locked" and "unlocked" images. Looking through the material files, I found


textures/base_door/doorlight
{
//noShadows
qer_editorimage textures/base_door/doorlight_red.tga
bumpmap textures/base_door/doorlight_local.tga
        diffusemap textures/base_door/doorlight_red.tga
{
if ( parm7 == 0 )
blend add
map textures/base_door/doorlight_red.tga
colored
}
{
if ( parm7 == 1 )
blend add
map textures/base_door/doorlight_grn.tga
colored
}
}

textures/base_door/doorlight_red_to_green
{
qer_editorimage textures/base_door/doorlight_red.tga
bumpmap textures/base_door/doorlight_local.tga
        diffusemap textures/base_door/doorlight_red.tga
{
if ( parm7 == 1 )
blend add
map textures/base_door/doorlight_red.tga
rgb 5
}
{
if ( parm7 == 0 )
blend add
map textures/base_door/doorlight_grn.tga
rgb 5
}
}

textures/base_door/doorlight_grn
{
//noShadows
qer_editorimage textures/base_door/doorlight_grn.tga
bumpmap textures/base_door/doorlight_local.tga
        diffusemap textures/base_door/doorlight_grn.tga
{
blend add
map textures/base_door/doorlight_grn.tga
colored
}
}


Does anyone know enough about the material files who knows what needs changed to get green to appear fully opaque rather than a mixture?
#11
Basically, I adjusted the position of the plasmagun viewmesh and sometimes the player casts shadows on the gun. I'm wondering how to disable this for this viewmesh?
#12
I found a different rocket launcher viewmesh and pickup (.lwo) but it doesn't seem to have come with a worldmesh. Since the new design is just a slight revision of the old, I'm wondering if it's possible to simply swap the original worldmesh geometry with that of the .lwo file while keeping the skeleton intact.
#13
I'm looking through the game code for where entities that are considered idDebris are removed so that I can add in an exception. Would anyone know where this is?
#14
Is it possible to spawn entities into a map in-game and then save the map like this? Let's say I spawn in weapon_machinegun. Could I then save the changes to the map?
#15
id Tech 4 Textures / Question about HUD graphics
June 14, 2017, 05:02:03 AM
I've been trying to figure out how to edit the graphics that are used when you pick up an item that is added to your inventory. In game you can see an icon, but if you open the file in Photoshop or Paint Shop Pro, it appears as a white square. How do I view what the game is seeing in these files?

#16
So I've been looking through every last file in DOOM 3 looking for any reference to acocard.tga, as it is definitely used to display the key once picked up on the HUD, but the file itself is just a white square and some other part of the game has to reference it because I modified the file to make sure that the game does indeed use it. Does anyone know how the keycard HUD graphic is displayed or a file that mentions that TGA?
#17
Others are saying that they are certain that you've done resizing before so I feel asking help from you is my best option. The chaingun commando needs to be 1.1x his current size to match up with the tentacle commando.
#18
I've noticed that the chaingun commando is 90% the size of the tentacle commando, but there doesn't seem to be a simple way of modding the game to bring them to the same scale again. Is there a way this could be done programmatically in the engine or game code or a feasable way of doing this using the md5mesh and md5animations and running them through Blender?
#19
I'm wondering if you could help me solve a problem with my own mod for DOOM 3...

I've made changes to the game to make all monster corpses stay forever and addressed other issues that popped up in the game as a result, but one I haven't figured out is getting movers like doors and moving platforms to ignore corpses and finish rather than treating them as an occlusion and going into a loop where they can never finish.

There seems like 2 ways this can go: either movers ignore dead bodies (how does it check this though?), or bodies are set to not be solid to a mover. The latter sounds simpler to do. For the player as an example, a living enemy is solid so you can't walk through them, but a dead enemy is not solid so you walk right through the body, but it isn't non-solid for everything or things like bullets would not have an effect on the bodies. Somewhere in the D3SDK is code that determines for a mover if an obstruction is solid or not and either reverses direction if it is solid and finishes if it is not. I can't simply have movers treat everything as non-solid as then they would clip right through living enemies and the player potentially standing in a mover path.
#20
Since I disabled corpse burnaway/removal, the corpses stay solid, which is good, but I'm wondering if there's a way to have doors and movers treat dead enemies as not solid so that they can close/move properly and not go through a loop of not being able to function properly? So if the door/mover encounters an object that is specifically a dead enemy, it will close/move anyway.