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11
id Tech 4 Mods / dmap in RBDOOM-3-BFG
« Last post by nemyax on November 03, 2018, 06:03:29 AM »
It looks like there's a complete implementation of the dmap compiler in RBDOOM-3-BFG (with mesh-to-BSP support no less!). But there aren't any makefiles for building a dmap executable. Is it even supposed to be a standalone executable, or is it an engine console command?
Has anyone tested compiling maps from brush-free polygon data?
12
Strutt your stuff! / Re: Storm Engine 2 update
« Last post by motorsep on October 30, 2018, 10:55:15 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?

That is correct. Doom 3 Radiant was simply made workable (just because it was more work to rip it out completely) with the engine. Although it should be as usable as original Doom 3 Radiant.
13
Strutt your stuff! / Re: Storm Engine 2 update
« Last post by The Happy Friar 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?
14
Strutt your stuff! / Re: Storm Engine 2 update
« Last post by motorsep on October 30, 2018, 11:52:30 AM »
You should really use DarkRadiant for Doom 3 mapping and use one window where you switch between perspective and ortho views with hotkeys, like in Blender.
15
Strutt your stuff! / Re: Storm Engine 2 update
« Last post by bitterman on October 30, 2018, 11:13:32 AM »
Yes, the vehicle auto-drives along path_corner at start if path_corner set as "target" for vehicle's entity.

Is there a way to bring back normal view in editor's window?

Not sure what is cause for this distortion.
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Strutt your stuff! / Re: Storm Engine 2 update
« Last post by motorsep on October 26, 2018, 09:12:28 AM »
Vehicle auto-drives between path_corners.
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Strutt your stuff! / Re: Storm Engine 2 update
« Last post by bitterman on October 26, 2018, 02:30:22 AM »
Btw funny fact about vehicles:

In D3 main part of vehicle's code located in AFEntity.cpp and it can get control via impulse_40 from Player.cpp.

Looks like AFEntity.cpp from D3BFG (and perhaps from RB too) has same stuff but impulse_40 was excluded from Player.cpp so vehicle's code can not get control either way.

In SE2 impulse_40 was reverted back, replaced with BUTTON_USE and stuff from AFEntity.cpp significantly extended (added new 4wd spawnclass, exhaust particle system etc).

P.S. Now I try to understand what is autodriving, waypoints and related stuff. In SE2 test map I see only vanilla 'path_corner'.

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Strutt your stuff! / Re: Storm Engine 2 update
« Last post by motorsep on October 25, 2018, 11:28:57 AM »
Yep, now we are talking  8)
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Strutt your stuff! / Re: Storm Engine 2 update
« Last post by bitterman on October 25, 2018, 09:34:16 AM »
Yep
20
Strutt your stuff! / Re: Storm Engine 2 update
« Last post by motorsep on October 24, 2018, 12:39:56 PM »
Doesn't look like it's working. Or maybe screenshot is too small. I don't see any halo/bloom around headlights.

You might want to check r_* cvars to see if HDR is on and glow is on.
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