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.


Messages - TeaMonster

Pages: [1] 2
1
id Tech 4 Mods / Doom 3 - Phobos Mod is finally out!
« on: December 07, 2018, 02:51:08 AM »
Finally, after Duke Nukem Forever levels of development time, Part one has hit the streets!

[kermit]Yaaaayyyyyyyy![/kermit]

https://www.moddb.com/mods/phobos

2
id Tech 4 Models and Animations / Re: The md5 file
« on: February 18, 2017, 07:38:38 AM »
In 2.78 I've tried exporting one of our models - it's triangulated and has a root bone. The model exports as a 1kb file and is not visible in the viewer. I'll have to download 2.77 and try that.

3
id Tech 4 Models and Animations / Re: The md5 file
« on: February 16, 2017, 09:37:21 AM »
Thank you! I'll let you know how it goes. The guys at Doom Reborn asked for a hand with getting the Doomsday models into their mod. 

I was talking to gamehacker over at Doom Reborn and we are both wondering if the lack of exporters for MD5 is part of the reason why the modding community has pretty much dried up.

4
id Tech 4 Models and Animations / Re: The md5 file
« on: February 15, 2017, 09:28:58 AM »
We were originally going to use MD5 for the new Doomsday. I'm aware of the origin bone for D3 models as I worked on the Severance mod before and I helped out the Doom Reborn guys too.

With Doomsday, The problem we had was that our animator would create a rig for the character with extra driver bones to power IK and constraints. He created a proper rig. I think we used the Arx exporter, it was a while ago,  and it was terribly finicky. It would demand that certain bones be put on certain layers. But no matter how we moved the bones around, it would always throw up errors. It would also give the error that half the vertices didn't have any weights to them, which was just preposterous.

Another problem we had, I can't remember if it was with the Arx exporter or the other one posted here, is that half the model would be the wrong scale, sort of like two-face got hit by a shrinkray.

After messing with this for a few days, we got one of the Doomsday devs to implement FBX and all our problems were solved. It's a shame as the next time someone made a Doom-in-Doom 3 mod, they would be all set to go.

The new Blender has a lot of new tools that make game modelling a LOT easier, such as cage baking, a pretty good LOD tool and a ton of new modelling tools. Transporting animations and meshes back and forth between 2.49 and 2.7 is very problematical at best.


5
id Tech 4 Models and Animations / Re: The md5 file
« on: February 15, 2017, 02:53:20 AM »
Working with MD5 is a nightmare. The Blender exporter is a major pain in the arse to work with due to it being very picky on what bones are supposed to go on which level. I was never able to get it to export anything. The only importer I ever got working works with 2.49, which is like working with a stone axe. I'm not wanting to work with an ancient version of Blender to do modding. I don't have time for the hassle.

I have no idea if you can even get exporters for 3D Max nowadays at all. This could be a major reason why modding for Doom 3 is dying out. I don't know why nobody ever used assimp to get the FBX file format working with Doom 3.

6
Strutt your stuff! / Re: Quake Champions: E3 2016 Reveal Trailer
« on: July 25, 2016, 03:41:26 AM »
I wanted a Doom2016/Wolf TNO version of the original Quake, not this.

BAH! In huge glowing capital letters.

7
id Tech 4 Models and Animations / Re: Blender io_export_md5 (new)
« on: February 23, 2016, 02:47:41 AM »
Dosen't work on 2.76b. Even tried manually loading the plugin and it won't see it.

Secondly, it keeps telling me that there are over 1000 vertices with zero weights on them. I'm thinking that if that was the case, then I'd notice.

8
id Tech 4 Models and Animations / Re: Blender io_export_md5 (new)
« on: February 17, 2016, 06:41:02 PM »
Hey, are there any particular things that are needed to use the exporter? The Arx team made one and it was very picky about what bones and what type of rig you could use.

9
id Tech 6 General Talk / Re: New Doom (2016) Thread
« on: February 06, 2016, 10:20:25 AM »
Has anyone managed to get any assets out of the game?

11
id Tech 4 Models and Animations / Re: Spider mastermind model
« on: June 10, 2015, 09:43:57 AM »
Check the Animations.  D3 Animations have the model walking off the centre point. Sounds like the spider has been animated without that consideration.

12
id Tech 4 Models and Animations / Re: Model formats
« on: May 28, 2015, 02:59:31 PM »
2.48 dates back to 2008. In 'CG Time', that is about 50 real years old. The basic Blender file format isn't compatible unless you save as. Also, all the colour directions of normal maps are backward to everything else. It's a pain in the ass.

13
id Tech 4 Models and Animations / Re: Model formats
« on: May 26, 2015, 06:44:40 PM »
Later versions of Blender (can't remember the exact number) have MD3 export thanks to a nice guy on the EDuke32 site. The ONLY reason they have one is due to that nice guy on that forum. The minute that guy decides to do something else with his life, that is IT - Literally, 'game over'.

All these ancient model formats are a pain in the ass for modellers due to ancient tools and no support anywhere. Doomsday engine is about to make the same mistake.

14
Strutt your stuff! / Re: idtech6 Doom 2015 Footage
« on: May 21, 2015, 04:11:34 PM »
I love the sheen on the shotgun and the effect of reflections on the Revenant's rocket launchers. PBR?

15
id Tech 4 Models and Animations / Re: Sgt.Kelly BFG Textures
« on: April 23, 2015, 04:32:54 AM »
Can't you extract the level assets and find them that way?

Pages: [1] 2