Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - bitterman

Pages: [1] 2 3 4
id Tech 4 Models and Animations / Movie which is based on engine
« on: February 28, 2019, 07:06:34 PM »
Try to find a movie (named machinema or same). It's a long movie (cinematic scene) based on D3 engine about marines and zombies somewhere on military base.

I would like to see this movie again.

And how to make this movie (main concept)?


id Tech 4 Level Editing / About 'hellMap' flag
« on: December 01, 2018, 10:14:43 PM »
In D3BFG it can be possible to set this flag in mapDef.

It is affect to level loading, e.g. it will put the name of current loading map to 'txtHellName' instead 'txtName' for normal map (whithout this flag).

What is this flag for? What ID want to divide type of maps for?

Only one thing when it can be useful IMO - it is reuse one map in one time as normal map (mars city before invasion) and in other time as hell map (MC after invasion). But looks like it's not.


Content for Games/etc. / Can't open
« on: November 20, 2018, 09:27:47 PM »
Is there any mirror?

id Tech 4 Level Editing / How to work func_forcefield?
« on: September 12, 2018, 02:00:25 AM »
This feature also declared in code and func.def, but looks like not used in vanilla assets.

What is main idea of this entity?

id Tech 4 Level Editing / How to works with target_setinfluence [mtrWorld]?
« on: September 05, 2018, 08:17:03 AM »
Can  anyone explaine (in simple words or examples) how works these features?

Looks like "mtrVision" affects only on player's view.
Totally don't understand what they had in mind about "mtrWorld" "material to globally replace in the world"". Where in the world? On each model or brush?

Is this features will change view of each model or it will affected on whole player's view (as if we were just looking through colored glass)?


entityDef target_setinfluence {

    "editor_var mtrVision"    "material to show during vision effects, if visionRadius is set the alpha channel of the material scales from 0 to 1 based on radius proximity of the player to the influence"

    "editor_var mtrWorld"    "material to globally replace in the world"
    "editor_var visionRadius"    "radius to effect vision effects with, mtrVision will always be used ( if it is set ) but this will also double the vision based on the radius"


Strutt your stuff! / Hand's viewmodel
« on: May 06, 2018, 02:29:54 AM »
At last a nice looking hand's model (up right corner).

It includes 1842 triangles and this is overkill I think.

The following numbers are rough guidelines based on the numbers taken from the Quake 4 models. These numbers had been generated by importing different models and using the modelling software to list the amount of triangles.

    1st Person Weapon Total: 2000 - 2800
        Both Arms: 1300

Looking at UT3 I think "Perhaps this is a good solution when player see a only a weapon without hands, parts of body etc." (because it's easy for animation and modeling).

E.g. I have a skeleton with "pistol_attacher" bone and pistol model with "joint_attach" "pistol_attacher" in .def.

Is will be "origin" bone of pistol oriented same as "pistol_attacher" in skeleton?

Or, in other words, will the "origin" have same values of loc/rot/scale as "attacher"?


On the picture below one asset loaded in BFG and RB.

For BFG com_showFPS 1 shows 60, for RB - 15. Here a .cfg which created after run RB:

<some binds>
set com_engineHz "60"
set r_motionBlur "0"
set r_forceScreenWidthCentimeters "0"
set r_exposure "0.5"
set r_useSSAO "1"
set r_useSSGI "0"
set r_forceAmbient "0.2"
set r_useFilmicPostProcessEffects "1"
set r_useHDR "1"
set r_useShadowMapping "1"
set r_useVirtualScreenResolution "1"
set stereoRender_deGhost "0.05"
set stereoRender_swapEyes "0"
set stereoRender_enable "0"
set r_debugArrowStep "120"
set r_debugLineWidth "1"
set r_debugLineDepthTest "0"
set r_useHalfLambertLighting "1"
set r_lightScale "3"
set r_skipShadows "0"
set r_skipBump "0"
set r_skipSpecular "0"
set r_skipNewAmbient "0"
set r_brightness "1"
set r_gamma "1.0"
set r_swapInterval "1"
set r_lodBias "0.5"
set r_useTrilinearFiltering "1"
set r_maxAnisotropicFiltering "8"
set r_useSRGB "0"
set r_windowHeight "720"
set r_windowWidth "1280"
set r_windowY "14"
set r_windowX "169"
set r_customHeight "720"
set r_customWidth "1280"
set r_fullscreen "0"
set r_vidMode "0"
set r_antiAliasing "0"
set r_displayGLSLCompilerMessages "1"
set popupDialog_debug "0"

Main game assets are not loaded so system settings can't be changed via menu.

And looks like  "machineSpec" commands are not supported in BFG and RB.

How to increase fps in RB (and BFG) via console?

And second question: what means these parameters showed by com_showFPS (rs-off, G+RF, RB etc.)?


There is a room with mirror.

That's going on:

- open in BFG. Mirror is fine.
- copy map's files into D3 mod folder. Don't change anything.
- in D3 type in console: editor -> open map -> bsp.
- copy map's files into BFG mod folder.
- remove 'generated' from BFG mod folder and load the map. The mirror is black.

'Dmap' does same thing.

What can I do?


id Tech 4 Scripting / The AI_FORWARD don't handled by custom script
« on: March 13, 2018, 01:01:36 AM »
This is ai_player.script with some additions.

The string "sys.println( "^3 idle loop" );" does get control.
But looks like string "sys.println( "^3 ai_forward" );" does not.

Code: [Select]
void player::Torso_Idle() {

playCycle( ANIMCHANNEL_TORSO, "idle" );

eachFrame {

// added by me ************************
        sys.println( "^3 idle loop" );

if ( AI_FORWARD ) {
//                      animState( ANIMCHANNEL_TORSO, "Torso_Walk", 4 );
//                      Torso_Walk();
                        sys.println( "^3 ai_forward" );
// end of modification ************************

if ( AI_TELEPORT ) {
animState( ANIMCHANNEL_TORSO, "Torso_Teleport", 0 );
animState( ANIMCHANNEL_TORSO, "Torso_Fire", 2 );
if ( AI_ATTACK_HELD && start_fire ) {
animState( ANIMCHANNEL_TORSO, "Torso_Fire_StartFire", 2 );
if ( AI_PAIN ) {
animState( ANIMCHANNEL_TORSO, "Torso_Pain", 0 );

Same native block on legs channel is works with AI_FORWARD fine.
I trying to acheive playng walk anim not only for legs but for torso too.

Why this is happens?


Now works with 2nd method. Is the 1st has any advantages?


id Tech 4 Level Editing / What for this isolated box on the alphalabs3?
« on: February 21, 2018, 11:01:55 AM »
This box with no entry/exit have an trigger_relay and some weapons and ammo.

What for it is?

Is it possible?

I mean all anim states controlled by ai script. But what if I want to send playAnim outside of ai script?


id Tech 4 Scripting / Multiple running script
« on: January 25, 2018, 10:04:18 PM »
Let trigger_multiply call a script which begin some actions with some entity.

What happen if the player still stand in trigger zone?
Is this script will be started again?
But if entity is already in action? Is script must set some flag and prevent multiply instances?

Is there a native flags/commands like "isTriggered" etc?


id Tech 4 Scripting / Player's interactions with objects via keys
« on: January 13, 2018, 11:41:39 PM »
I'm looking for how to implement this thing:

When player stay close to spec. entity then scripn send to HUD some message like "Use E" or "Destroy D".

Then player can press some key to interact with this entity.

Don't remember this feature in D3.


Pages: [1] 2 3 4