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Messages - spamclark15

#16
id Tech 4 Textures / Re: Another Material Question
September 04, 2017, 01:05:04 PM
Changed 3 entityDefs in moveable.def to:

entityDef moveable_compcart {
"inherit" "moveable_base_fixed"
"model" "models/mapobjects/lab/compcart/compcart.lwo"
"density" "0.02"
"friction" "0.2"
"bouncyness" "0.2"
"snd_bounce" "cart_impact"
"scriptobject" "lookAt"
}

entityDef moveable_tablecart1 {
"inherit" "moveable_base_fixed"
"model" "models/mapobjects/lab/tablecart1/tablecart1.lwo"
"density" "0.01"
"friction" "0.1"
"bouncyness" "0.3"
"snd_bounce" "cart_impact"
"scriptobject" "lookAt"
}

entityDef moveable_tablecart2 {
"inherit" "moveable_base_fixed"
"model" "models/mapobjects/lab/tablecart2/tablecart2.lwo"
"density" "0.01"
"friction" "0.1"
"bouncyness" "0.3"
"snd_bounce" "cart_impact"
"scriptobject" "lookAt"
}


Trying to load a map with one of these results in:

WARNING: idScriptObject::SetType: Can't create object of type 'lookAt'.  Must
be an object type.
--------- Game Map Shutdown ----------
--------------------------------------
********************
ERROR: Script object 'lookAt' not found on entity 'moveable_tablecart2_6'.
********************
#17
id Tech 4 Textures / Re: Another Material Question
September 04, 2017, 12:12:48 PM
Alright, created lookat.script, containing:

#ifndef _LOOK_AT_
#define _LOOK_AT_

object lookAT {


vector plAngles;

entity player;


void init();
void lookAtPlayer();
};

void lookAT::init()
{
player = $player1;

        thread lookAtPlayer();
}


void lookAT::lookAtPlayer()
{
      eachFrame
      {
           plAngles = player.getViewAngles();

   plAngles_x = 0;
   plAngles_y = plAngles_y + 90;
   plAngles_z = 0;
   self.setAngles(plAngles);
      }
}
#endif


Changed doom_main.script to contain:

#include "script/ai_base.script"
#include "script/lookat.script"


The 3 carts are found within moveable.def. Other than map files, this is the only file that makes reference to those entity defs. I'm not clear on what to do next. I'm adding "lookat" to another script file?
#18
id Tech 4 Textures / Re: Another Material Question
September 04, 2017, 04:31:35 AM
moveable_compcart, moveable_tablecart1, moveable_tablecart2

These are the entity defs. These 3 all use that wheel material.
#19
id Tech 4 Textures / Re: Another Material Question
September 04, 2017, 04:17:21 AM
r_showsurfaceinfo comes back with models/mapobjects/tablecart2 and the files for them are in models/mapobjects/lab/tablecart1 and tablecart2
#20
id Tech 4 Textures / Re: Another Material Question
September 04, 2017, 02:26:25 AM
There are table carts throughout the game though.
#21
id Tech 4 Textures / Re: Another Material Question
September 03, 2017, 03:55:00 AM
Quote from: Phrozo on September 02, 2017, 09:35:16 AM
Quote from: spamclark15 on August 31, 2017, 04:35:12 AM
models/mapobjects/tablecart1ball

This is the object that I want it to apply to. When you say player script, you mean doom_main.script? There's no player.script. Is this all 1 set of instructions or 2 ways of doing it?

That isn't a object, its a material. That script won't help you without one.

So much for that...
#22
id Tech 4 Textures / Re: Another Material Question
August 31, 2017, 09:46:15 PM
Would love to learn more, but I'm already busy now studying something else. :|

I'm wondering what I should put in for "$entityName". I'm working with models/mapobjects/tablecart1ball, so would tablecart1ball be the entity name?
#23
id Tech 4 Textures / Re: Another Material Question
August 31, 2017, 05:31:28 PM
You mention the entity and the map, but it's not a single entity but rather all instances of a material I need it to work on, and that's on any map.
#24
id Tech 4 Textures / Re: Another Material Question
August 31, 2017, 04:35:12 AM
models/mapobjects/tablecart1ball

This is the object that I want it to apply to. When you say player script, you mean doom_main.script? There's no player.script. Is this all 1 set of instructions or 2 ways of doing it?
#25
id Tech 4 Textures / Re: Another Material Question
August 30, 2017, 04:28:15 PM
Thanks. How do I use it?
#26
id Tech 4 Textures / Re: Another Material Question
August 30, 2017, 08:48:00 AM
I'm replacing the wheels on the tablecart but trying to use deform sprite to get the 2D image of the wheels I'm not understanding. If I write it like this:

models/mapobjects/tablecart1ball
{
deform sprite
bumpmap addnormals(models/mapobjects/lab/labcart_wheel/poppawheely_local.tga, heightmap(models/mapobjects/lab/labcart_wheel/poppawheely_h.tga, 4 ) )
specularmap models/mapobjects/lab/labcart_wheel/poppawheely_s.tga
{
map models/mapobjects/lab/labcart_wheel/poppawheely_d.tga
blend diffusemap
alphatest .9
}
}


The result is wheels that show up totally black in-game. If there's some limitation to deform sprite, I rewrote it to just:

models/mapobjects/tablecart1ball
{
deform sprite
{
blend blend
map models/mapobjects/lab/labcart_wheel/poppawheely_d.tga
}
}


With this, it appears the same brightness no matter what. Does anyone know what is wrong with the first material that causes it to draw black or why the second ignores the light in the room?
#27
id Tech 4 Mod Coding / Re: Gamex86 Question
August 26, 2017, 10:34:56 PM
Thanks guys, your help allowed me to figure out how to change it.
#28
id Tech 4 Mod Coding / Re: Gamex86 Question
August 25, 2017, 07:23:36 AM
Thanks. Where does it get "gamex86" from?
#29
id Tech 4 Mod Coding / Gamex86 Question
August 25, 2017, 12:59:41 AM
I'm wondering where in the vanilla DOOM 3 source is doom3.exe set to look for gamex86 by name? Searching through the solution, I've found nothing.
#30
Those aren't used in the final game. Generally any message from startup in blue like that can be ignored as real problems will be in yellow or red text.