Recent Posts

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21
id Tech 4 Level Editing / Re: How to works with target_setinfluence [mtrWorld]?
« Last post by bitterman on September 09, 2018, 03:40:56 AM »
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 :)
22
id Tech 4 Level Editing / Re: How to works with target_setinfluence?
« Last post by bitterman 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;
}
23
id Tech 4 Level Editing / Re: How to works with target_setinfluence?
« Last post by The Happy Friar 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.
24
Content for Games/etc. / Re: Building a Library of Images for Everyone
« Last post by Eric Matyas on September 05, 2018, 08:40:50 AM »
No problem...once a month it will be.  :)
25
Content for Games/etc. / Re: Sharing My Music / SFX - Over 1500 Tracks
« Last post by Eric Matyas on September 05, 2018, 08:39:30 AM »
Kicking off September, more new free tracks are ready for your projects, including several new looping versions that will hopefully be helpful:   

On my Action 3 page, we have:

WILD WEST COAST RACING 7 – (Looping) – For a nighttime stretch under the Pacific moonlight.

CHASING VILLAINS – (New Looping Version) - The Inspector is at it again!
https://soundimage.org/action-3/

On my Fantasy page:

CITY BENEATH THE WAVES – (New Looping Version) - Out of the murky blue, it emerges…unlike anything ever seen before. Might work in a fantasy piece, a game, or even a nature doc.

MAGIC OCEAN_v001 – (Standard and Looping) - Added ocean ambience. Could work nicely in a fantasy game, nature doc, etc.
https://soundimage.org/fantasywonder/

On my Sci-Fi 7 page:

LOST AND FALTERING – (New Looping Version) - In the dead of night, the machine-being wanders the rain-soaked streets, trying to find its way back home.
https://soundimage.org/sci-fi-7/

And on my World page:

PALIN’ AROUND PARIS – (New Looping Version) - Two best friends…and one beautiful city…on a perfect afternoon.
https://soundimage.org/world/

Enjoy...and let me know if you need some custom tracks created!  :-)
26
id Tech 4 Level Editing / How to works with target_setinfluence [mtrWorld]?
« Last post by bitterman 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"

}
27
id Tech 4 Discussion / Re: Discord server for modding??
« Last post by DeadYorick on September 04, 2018, 08:52:25 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.
Discord's a more recent phenomena and I'm certain if D3World was still around they would've made one for the site.

If there's interest I'll make one and post a link here. It'd be good to have a place where people can collaborate in a more chat like setting
28
Content for Games/etc. / Re: Building a Library of Images for Everyone
« Last post by The Happy Friar 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.
29
id Tech 4 Discussion / Re: Discord server for modding??
« Last post by The Happy Friar 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.
30
id Tech 4 Models and Animations / Re: Blender vertex weights question
« Last post by The Happy Friar 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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