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Messages - bitterman

Pages: [1] 2 3 ... 22
1
Strutt your stuff! / Re: Storm Engine 2 update
« on: September 19, 2018, 10:00:56 PM »
Thanks, guys.

I'm looking at some .cpp files in yours /neo/d3xp/script.

RBDOOM changes marked as "//RB".

Are your "goodies" marked somehow?


2
Strutt your stuff! / Re: Storm Engine 2 update
« on: September 17, 2018, 10:20:59 PM »
What's changes are needed to adapt some custom d3 and d3xp mods for SE2?

As I remember BFG had a two main problems - binarized assets and swf menu.

Thanks.

3
id Tech 4 Level Editing / Re: How to work func_forcefield?
« on: September 15, 2018, 05:30:25 AM »
Not sure. It's more like volume inside of which specified entity will be affected with force in specified direction (defined by vector or just target_null). The Volume is most important definition, because all experiments with very small brushes are not informative.

There is a good definition on darkmod wiki:

http://wiki.thedarkmod.com/index.php?title=Func_Forcefields 

4
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?
Thanks!

5
Welcome to System Shock 2 (animated gif) :)

6
With "scroll" key, but looks poor.

7
I was wrong about autosprite (those mtr already has deform sprite).

As THF says above looks like mtrWorld just allow to apply specified material to all faces in the scene.

A matrix-style view can be acheived :)

8
id Tech 4 Level Editing / Re: How to works with target_setinfluence?
« on: September 09, 2018, 12:47:06 AM »
Thanks THF!

mtrWorld not used in vanilla assets.

Looks like this feature works as if all objects in the player's view are autosprites.

At picture 3.jpg can see same scene as 2.jpg but with apply 4.jpeg as mtrWotld.

As I remember same warning causes if we try to apply deform sprite to complex mesh (not to plane/path with four vertex only).

That it's looks in the Code:
Code: [Select]
parm = spawnArgs.GetString( "mtrWorld" );
if ( parm && *parm ) {
gameLocal.SetGlobalMaterial( declManager->FindMaterial( parm ) );
}

Code: [Select]
/*
================
idGameLocal::SetGlobalMaterial
================
*/
void idGameLocal::SetGlobalMaterial( const idMaterial *mat ) {
globalMaterial = mat;
}

Code: [Select]
/*
===============
R_GlobalShaderOverride
===============
*/
bool R_GlobalShaderOverride( const idMaterial **shader ) {

if ( !(*shader)->IsDrawn() ) {
return false;
}

if ( tr.primaryRenderView.globalMaterial ) {
*shader = tr.primaryRenderView.globalMaterial;
return true;
}

if ( r_materialOverride.GetString()[0] != '\0' ) {
*shader = declManager->FindMaterial( r_materialOverride.GetString() );
return true;
}

return false;
}

9
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)?

Thanks!

Quote
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"

}

10
Strutt your stuff! / Re: Hand's viewmodel
« on: June 12, 2018, 03:52:35 AM »
4046 tris vs 2800 recommended for Q4, but looks nice for me.

Both hands (1800+1800) and pistol (446).

11
Strutt your stuff! / Re: Hand's viewmodel
« on: June 03, 2018, 12:58:27 PM »
Still 1800 and textures from cgtextures.

12
Strutt your stuff! / Re: Hand's viewmodel
« on: May 21, 2018, 10:35:13 AM »
Sure.

13
Strutt your stuff! / Re: Hand's viewmodel
« on: May 18, 2018, 05:00:03 AM »
Down to 1000 tris but don't like how it looks now.

Btw as I see textures/common/collision - it's only for ase/lwo and uses only on few objects in game.

How about collision model for md5?

14
Strutt your stuff! / Re: Hand's viewmodel
« on: May 09, 2018, 01:03:15 PM »
It's works.

Is collision mesh works same way?

15
Strutt your stuff! / Re: Hand's viewmodel
« on: May 07, 2018, 10:04:25 PM »
A very useful info. Thanks, guys!

As for models in PVS - they definitely interact with light (when player moves towards lights, normal maps etc). Not sure if they can take decals.


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

Yes, now I see.

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