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Messages - spamclark15

#31
id Tech 4 Discussion / D3BFG Map Question
August 18, 2017, 03:27:13 PM
Is it possible once the files are extracted out of a RESOURCES file to use the maps in normal DOOM 3? Perhaps someone already tried to do this, but le_hell and le_hell_post of the Lost Mission would be neat to play in normal DOOM 3.
#32
id Tech 4 Textures / Re: Another Material Question
August 15, 2017, 11:39:39 PM
Thanks, that is very useful.
#33
id Tech 4 Textures / Re: Another Material Question
August 15, 2017, 11:03:42 PM
What part of the editor should I use?
#34
id Tech 4 Textures / Re: Another Material Question
August 15, 2017, 07:46:33 PM
Awesome. How did you know which mesh to look at?
#35
id Tech 4 Textures / Another Material Question
August 14, 2017, 11:27:15 PM
I've been looking through all the material files looking for where these door lights are defined. I edited some for the longer red/green lights on other types of doors, but I haven't found where these are defined. Does anyone know either how to figure out what material is being used or know the material?
#36
I meant of places that still exist. I remember sites that actually had lots of DOOM 3 stuff but they're gone.
#37
I think the non-BFG version would be more useful as BFG Edition uses the id Tech 5 filesystem which unlike the id Tech 4 filesystem, is a nightmare to make mods for.
#38
It's a neat thing to add, but has anyone made a massive open DOOM 3 map where Vulkan would really shine? I have a hard time finding any user maps for DOOM 3.
#39
id Tech 4 Scripting / Re: Quake 1 grenade physics
August 09, 2017, 03:40:55 AM
DOOM 3 has a physics system that was made specifically for id Tech 4. The values you have highlighted will not have any effect on how bouncy the grenades are. There should be a single value that will affect this.
#40
The textures themselves don't actually provide light as far as I know (TGA is the uncompressed texture and DDS is the compressed version that happen to be under a folder named 'lights' but there are other lights in other folders so it's just them having made a mess with where stuff is.) There will be the actual light positioned in front of the texture that you can see if you enable g_showEntityInfo.

Other than messing with the game's brightness, you can make lights more intense using r_lightScale and a number that all lights are scaled by.
#41
id Tech 4 Textures / Re: Plasma Gun Material
August 09, 2017, 03:10:13 AM
All it took was noSelfShadow on the world model material. As weird as that is, it prevents player shadows from appearing on the view model material as well. This is why there's more than meets the eye with this I think.
#42
id Tech 4 Textures / Re: Plasma Gun Material
August 07, 2017, 06:20:22 AM
No, if they shared a material then they'd be using the same textures as well.
#43
id Tech 4 Textures / Re: Plasma Gun Material
August 07, 2017, 05:02:01 AM
...and that was it. The world mesh is missing noSelfShadow so I added it and it fixes both problems? Are the viewmesh and worldmesh separate? I figured the game handled them separately but apparently not if flags on one affect the other?
#44
id Tech 4 Textures / Plasma Gun Material
August 07, 2017, 04:30:22 AM
Something I'm trying to fix is the player shadow being cast on the Plasma gun. This is the only gun that has this behavior, and also the only gun that will cast a shadow of itself onto objects like dead monsters. The pictures show the player shadow casting ugly shadows on the top of the plasma gun, the plasma gun casting a shadow on a dead pinky, and for comparison, the machine gun, which does not do this. What is going on?
#45
id Tech 4 Textures / Re: DDS TGA sorcery
August 07, 2017, 04:19:58 AM
The other way something can be forced on all quality settings is using the flag "forceHighQuality" in the material, which will use the uncompressed TGA files for that material even on low quality.