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21
Content for Games/etc. / Re: Can't open modwiki.xnet.fi
« Last post by caedes on December 16, 2018, 04:23:49 PM »
Modwiki is now available at https://modwiki.dhewm3.org

I hope we can install an automatic redirection from the xnet.fi URLs to the new ones in the future
We have a redirect now
22
id Tech 4 Mods / Re: Quake 4 & Prey stuff in Doom 3 (WIP)
« Last post by EoceneMiacid on December 16, 2018, 10:07:09 AM »
Imported tons of mapobjects from both Quake 4 and Prey

Things such as doors



Marine dropships




And whatever these things are
23
id Tech 4 Mods / Re: Quake 4 & Prey stuff in Doom 3 (WIP)
« Last post by EoceneMiacid on December 15, 2018, 08:23:06 AM »
Jetpack Harvester



Sphere Boss
24
id Tech 4 Needs Help / 3rd person model animations
« Last post by EoceneMiacid on December 15, 2018, 06:10:46 AM »
Hi,

I've been making extensive changes all over the place and I've got many things close to where I want them, but I have neglected this issue that cropped up, and I'm not sure where to start looking :/

In 3rd person view, the upper body of my character is stuck in 'idle fists position'. Changing weapons does not animate, the weapon model just pops up instantly.

Holding the shotgun looks like this:



Firing doesn't animate either.

The legs work fine, though.

Any idea what could cause this? How are the animations usually triggered?
25
id Tech 4 Mods / Re: Quake 4 & Prey stuff in Doom 3 (WIP)
« Last post by EoceneMiacid on December 14, 2018, 05:49:27 PM »


Three Quake 4 marines, holding a shotgun, machinegun and hyperblaster respectively :)
(but with Doomguy heads instead)

Also working on other NPC's, here are some from Prey;

26
id Tech 4 Mods / Re: Quake 4 & Prey stuff in Doom 3 (WIP) (Updated 12/12/18)
« Last post by EoceneMiacid on December 14, 2018, 11:24:19 AM »
This might prove a little controversial, as the first Doom mod that lets you kill children in a variety of gruesome ways?

Possessed Boy And Girl


They were originally meant to be ghosts, and as such their modelling looks a bit off when made solid. They don't have any ragdolls either, and dhewm3 doesn't have the built in articulated figure editor.
27
id Tech 4 Mods / Re: Quake 4 & Prey stuff in Doom 3 (WIP) (Updated 12/12/18)
« Last post by EoceneMiacid on December 14, 2018, 08:34:34 AM »
I have a couple of days left with nothing to do but work on this. Fixed a lot of stuff in the meantime, but unfortunately nothing that can be shown off in pictures.

And I'm stuck in a few places - it'd be great if anyone could step up and help out.

What I need is:

- Doom 3 and Prey weapon viewmodels with Quake 4 guy's arms, and a set of Quake 4 viewmodels with Doomguy's arms - so either one can pick up and use any weapon with the correct looking arms;

- Proper world model animations, so Doom 3 guy correctly holds the Quake 4 guns and vice versa;

- Proper AI for the Quake 4 and Prey monsters (although Prey uses AI scripts, they need to be adapted heavily)

- I have a 'quick melee' function, which allows the player to kick, regardless of weapon carried (a la Duke Nukem 3D/Brutal Doom). It works, but I don't have proper kicking animation.
I have downloaded a small mod which has one, but it's tied to the 'fists' weapon.
So if somebody could apply the leg kicking model to each Doom 3, Quake 4 and Prey weapon?

- Lots more stuff on my wishlist, but these are the most pressing :)
28
id Tech 4 Mods / Re: Quake 4 & Prey stuff in Doom 3 (WIP) (Updated 12/12/18)
« Last post by EoceneMiacid on December 13, 2018, 11:44:59 AM »
Quake 4 Ammo

29
id Tech 4 Mods / Re: Quake 4 & Prey stuff in Doom 3 (WIP) (Updated 12/12/18)
« Last post by EoceneMiacid on December 12, 2018, 12:00:34 PM »
And five more monsters


Gasbag



Creature X



Fodder



Droid



Keeper
30
id Tech 4 Mods / Re: Quake 4 & Prey stuff in Doom 3 (WIP) (Updated 10/12/18)
« Last post by EoceneMiacid on December 12, 2018, 08:13:40 AM »
Prey Weapons

Wrench



Hunter Rifle (looking much better now)



Acid Sprayer



Leech Gun



Autocannon



Crawler Launcher



Crawler Grenade



None of these work yet, some of the more exotic guns appear quite complex.
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