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Messages - The Happy Friar

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1
id Tech 4 Needs Help / Re: help updating sidescroller mod Hardqore2
« on: November 10, 2018, 02:39:09 PM »
moddb page links to github.
I'll have to play the mod again to see what it's like. I haven't played it in a while so I forget if I liked what it did (or not).

2
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 30, 2018, 09:59:26 PM »
I think it was assumed you'd use DR for the engine so not much work was put in fixing issues with the built in editor, right Motorsep?

4
id Tech 4 Textures / Re: Looking for Clean Materials paks
« on: October 22, 2018, 01:11:35 PM »
I guess I could be considered a "pack rat" for digital stuff, but it's been my experience from the Doom/Quake internet days that stuff DOES disappear forever on the internet.
Just looked on moddb.com, don't see them, so I guess I'll upload them there too.  Never can have to many locations for modding utilities. :D

5
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 22, 2018, 01:09:33 PM »
The vehicle code in the Q4 SDK was (is?) near identical to the stuff in the D3 SDK, and it's not GPL so it can't be combined with the D3 codebase either way.  ETQW was the same.  Everything seems to have changed in the engines for those games (and ETQW didn't have saves too, so that was a non-issue for them).

6
id Tech 4 Textures / Re: Looking for Clean Materials paks
« on: October 21, 2018, 07:56:38 PM »

7
Strutt your stuff! / Re: Storm Engine 2 update
« on: September 24, 2018, 02:06:00 PM »
I got it to compile w/o any issues (MSVC 2017 32-bit), just trying to get a test map to run.  :)  Issue is related to the player start.  I think I need to get the player.def/script updated correctly (am using/modifying scripts from the Blender Games d3BFG starter kit).

8
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:

9
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. 

10
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."

11
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.

12
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.

13
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.

14
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.

15
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.

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