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Messages - The Happy Friar

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1
id Tech 4 Level Editing / Re: How to work func_forcefield?
« on: September 17, 2018, 01:54:03 PM »
Just remembered that i did use this once to simulate a "space vaccuume" effect in my space sjip map. 

Took a few tries to get the hang of it if i remeber correctly.   :riflenade:

2
id Tech 4 Level Editing / Re: How to work func_forcefield?
« on: September 12, 2018, 02:06:15 PM »
For throwing things I think.  It's been used for jumppads. 

3
id Tech 4 Discussion / Re: Discord server for modding??
« on: September 09, 2018, 04:19:15 PM »
Put it @ the top of the forums under "news."

4
That's a cool idea to use it for.  :)  I never got to messing with the target_setinfluence because i couldn't ever imagine what i would use it for.

5
id Tech 4 Level Editing / Re: How to works with target_setinfluence?
« on: September 06, 2018, 09:36:58 PM »
mtrWorld changes to that material everything in the world I think.  I used it once or twice and I believe that's what it was designed to do.

6
Content for Games/etc. / Re: Building a Library of Images for Everyone
« on: September 04, 2018, 08:11:10 PM »
You must of hit the "report to moderator" button.  That files a complaint.  :).   
As often as you feel necessary.  For reference, LvL posts map reviews when they get 5 or 6 ready to go.
If I had a choice (and I don't really, it's up to you), I'd agree with Motorsep with once a month.

7
id Tech 4 Discussion / Re: Discord server for modding??
« on: September 04, 2018, 08:11:03 PM »
Never heard of one, could be because there's not many modders for D3 tech out there any more.  "back in the day" it was Moddb.com and doom3world.com.

8
id Tech 4 Models and Animations / Re: Blender vertex weights question
« on: September 04, 2018, 08:07:48 PM »
Every vertex needs to be weighted, yes.  I'm not sure if Blender does have a table like what you describe, but what you can do (and what I've always done) is select my 3d object, go to edit mode, then go to my vertex group list, select, then hide.  I keep doing that and look at what's left.  Always worked for me but someone else might know a better idea.

10
Since you know the whole modeling thing the next part is getting them in engine.
I have always imported a D3 weapon that is already similar and would use it's skeleton structure as a base.  If you use the same bone/animation names then it's almost as simple as just making new animations with the exact same names/locations as the stock ones.  I use Blender to do my modeling/animations, not sure what you used.  Motorsep released md5 exporters for more modern versions of Blender.  They should be in the sticky thread in the models & anim section.

The appropriate forum for this is the models & animations section so I'll move it there.  But peruse through that for some help too: http://idtechforums.fuzzylogicinc.com/index.php?board=36.0

11
id Tech 6 General Talk / Re: id Tech 7 is upon us !
« on: August 13, 2018, 07:51:38 PM »
Just an FYI, if I seem behind on Doom news it's because I am trying to avoid to much info from it.  Besides time, it's still fun to go "whoah, didn't know that!" when I install it!  :D

12
id Tech 6 General Talk / Re: id Tech 7 is upon us !
« on: August 13, 2018, 04:32:04 PM »
I watched the IGN 7 minutes of Doom Eternal gameplay.  Is it just me or did they make it more like Doom vs the previous one?   Hot damn, I'm happy just watching it.  :)  The imps look like they have more spikes on their back, the dudes with the red eyes reminds me of the shotgunners, pinkies look more pinky-ish.   I like the new finishing kills I've seen in the video.
Overall, I am excited.  It seems they kept what was right with the previous one & added more stuff to this one.  Hopefully the fixed the MP to be more Doom like too.  :)

13
id Tech 6 General Talk / Re: id Tech 7 is upon us !
« on: August 04, 2018, 04:56:27 PM »
I thought QCon was this weekend. Then I saw it was next weekend.  I'll be in Canada, eh?  Guess I'll have to check out new Doom stuff while up north.  :)

14
id Tech 6 General Talk / Re: id Tech 7 is upon us !
« on: July 30, 2018, 08:35:49 PM »
Was the new doom being released this year?

15
id Tech 6 General Talk / Re: id Tech 7 is upon us !
« on: July 03, 2018, 07:58:54 PM »
I am certain it will be scalable. If you look at the teaser, there isn't anything over the top. Maybe just draw distances. I bet they gutted old code, tightened it up and maybe made it moddable ? Maybe added VR-optimized render path?
In ~1.5 month we shall see :)
I felt the same about the teaser.  Reminds me of the sequels from the 90's early 00's: near same engine, new levels, some new weapons & baddies.  That's part why I was excited: I figured they didn't bother remaking the engine again, they just upgraded as they went along (like with D3 tech) and added new stuff for a new game.
Was excited to read it will have some Earth locations.  :D

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