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Messages - Snehk

#1
This looks quite interesting. I'll have to try it out!
#2
I make collison models in a modeling suite. First I make a first body (my complete model), then I make another body and after UV Mapping I assign collision texture to it. Next I hide the second body inside the first one and write all the Def stuff.
#3
Strutt your stuff! / Re: Storm Engine 2 update
October 13, 2018, 06:03:57 PM
I thought so as well, but ultimately, I decided that fhDoom might be worth a try for development after I'll port some of SE2 and TDM features to it (avoiding bugs hopefully). It's still pretty solid without them though, and much more stable than SE2 (vehicles, RMB crashing the engine for no reason - just as examples).
#4
Strutt your stuff! / Re: Storm Engine 2 update
October 13, 2018, 11:26:24 AM
Quote from: motorsep on October 08, 2018, 05:24:04 PM
Quote from: Snehk on October 08, 2018, 05:07:33 PM
... and once I'll be back to id Tech 4, it'll be on fhDoom fork.

Abandoning Storm Engine 2 ? :)

Yes, at least for now. I'm just too busy to fix all the bugs in it (which are pretty much game breaking), whereas the only problems with fhDoom right now are framerate issues (Doom 3 works smoothly enough for me on this fork) and roe stability.

I may return to it once I'll have enough time to have a good look at everything.
#5
Strutt your stuff! / Re: Storm Engine 2 update
October 08, 2018, 05:07:33 PM
I'll clean and re-upload my asset pack soon, but it won't be continued. I focus on other things right now, and once I'll be back to id Tech 4, it'll be on fhDoom fork.
#6
Strutt your stuff! / Re: Storm Engine 2 update
October 07, 2018, 05:11:20 AM
The asset pack is down until I'll improve it and make a more complete version.
#7
Strutt your stuff! / Re: Storm Engine 2 update
September 18, 2018, 11:54:31 AM
You'll need to rewrite scripts and shaders (if those mods are based on GPL engine). If the mods have changed menu, then the menu code should be changed and new swf files should be added.
#8
It is great that you keep so much dedication to your projects, and keeping us up to date with latest additions is much appreciated, but I do agree with motorsep on this one. If you could keep your posts just a little bit down, that'd be great. However, your contributions are always welcome.

Don't lose your motivation and keep us informed, but make it a bit less frequently. Your posts give some life to this haunted, accursed place, but when it goes too far it feels like a scream of a blackest banshee.
#9
id Tech 6 General Talk / Re: id Tech 7 is upon us !
August 14, 2018, 08:25:54 AM
From what they've shown, the money spent on buying it would still be well worth it!
#10
id Tech 6 General Talk / Re: id Tech 7 is upon us !
August 11, 2018, 05:04:18 PM
We'll see if it'd really be, but let's hope that Zenimax won't do anything against it.
#11
id Tech 6 General Talk / Re: id Tech 7 is upon us !
August 03, 2018, 05:42:34 PM
While I haven't finished the latest Doom yet (I'm not playing games as much as I used to before), I'll definitely have to check it out.

It'd be great if modding capabilities of Doom: Eternal engine were higher than just SnapMap.
#12
id Tech 6 General Talk / Re: id Tech 7 is upon us !
July 01, 2018, 12:39:58 PM
Full GPL release of the engine would still be great though. They don't really have anything to lose making the code public, since most AAA companies use their own tech and indies opt for engines that offer ease of use, good documentation and not overly restrictive licensing (see UE4 and Unity).

Pushing BFG forward is a neat idea, we lack coders to do so though. I'll definitely use BFG/SE2 branch for a small project and I'm also really into TDM engine. Somehow, I'm more comfortable working with Tech4 based engines than even UE4. I just love the freedom it gives in all aspects of editing.
#13
id Tech 6 General Talk / Re: id Tech 7 is upon us !
July 01, 2018, 03:45:20 AM
Neat! I doubt that I'll play the game released on it due to weak hardware (had to play Doom on lowest settings), but that definitely sounds great.

I only hope that they'll make at least Tech 5 GPL, but I guess that ZeniMax is still blocking them on this front.
#14
Welcome! / Re: I am new here
June 16, 2018, 05:38:21 AM
Greetings!

This place is definitely not alive. It's haunted, and the ghosts living here are quite salty. Yet still, it's one of the few places where you can get good advice and tips regarding the Doom 3 engine.
#15
Strutt your stuff! / Re: Hand's viewmodel
May 07, 2018, 11:35:23 AM
Open this site and scroll down to last paragraph. You will find detailed explanation of what shadow mesh is, how it works and how to make one.

The Dark Mod Wiki

TLDR version:

Shadow mesh is a greatly simplified version of your model. As name implies, it is used for shadow calculations. To make one, apply material named: textures/common/shadow or textures/common/shadow2 to your simplified model, and hide it within the complex model.