Recent Posts

Pages: 1 ... 8 9 [10]
id Tech 4 Models and Animations / Re: DOA model I got in to Doom 3
« Last post by The Happy Friar on August 09, 2020, 01:20:21 PM »
face piece missing because i forgot to assign the verts to a vertex group.
~105k tris in that model.  I found out D3 doesn't like one single model ~ that high, but broken up in to pieces in the md5mesh it can handle it no problem.
id Tech 4 Models and Animations / Re: DOA model I got in to Doom 3
« Last post by motorsep on August 09, 2020, 01:19:46 PM »
id Tech 4 Models and Animations / DOA model I got in to Doom 3
« Last post by The Happy Friar on August 09, 2020, 01:17:37 PM »
I've got to give her a proper skeleton then i can animate her in game.
model is from here:
Content for Games/etc. / Re: Building a Library of Images for Everyone
« Last post by Eric Matyas on August 08, 2020, 04:45:33 PM »
Hi Folks,

If you can, please consider making a small donation on my site to support my work. The camera I use to create free images for everyone is very expensive...I've been paying it off for some time...and donations from the creative community really help me a lot.

That said, brand new free texture images are available on these pages:



Enjoy and stay safe. :-)
Just saw your moddb page... Smh..

You will not be able to do the following:
- Ray tracing
- AI compiling
- Fixing door glitch in toolkit
- Better texture quality
- Flying (as opposed to driving) mode
- New menu and UI
- The ability to program cinematics
- Any other more modern ways to simulate light and shadows

There is no source code available. No one can implement raytracing, better textures, flying, cinematics, light/shadow without source code.

AI compiling is highly unlikely too, because ID has a standalone tool used to build AI nav. Without knowing file formats and inner working of the engine's AI you can't build such tool.

Menu/UI uses Adobe Flash which is scheduled to be killed off soon. You can't replace Flash menu system with nothing else because there is no engine source.

As for: - Jumping (which can be disabled / enabled); player can jump in RAGE.

Your best bet is to stay within the scope if what RAGE's modding toolkit offers and forget about anything that involves AI / rendering / new menus.
id Tech 4 Scripting / Re: Should order of method implementations matter?
« Last post by caedes on August 02, 2020, 01:09:57 PM »
I think I have a fix for the Assertion, see or for the code change.
As far as I can tell it works (and doesn't seem to break anything else), but it should probably be tested more before going into the master branch or even the next release..
Strutt your stuff! / New Idtech5 mod Ehrlia (Rage, Doom etc)
« Last post by Ehrlia on August 01, 2020, 09:15:38 PM »
I thought I'd share what I've been working on recently. I'm starting a game using the Rage toolkit, that one day will be huge in scope and go far beyond the engine. For now, here are some screenshots from early work. Website: MODDB:

For the specific Maya thing, checking out the id tech 4 discord/ice-tech-development channel ( might be more useful, it's dedicated to discussing it there (channel started for the guy who customized the engine).
For the model, where do you see the error message?  RAGE console?
I don't use Lightwave models because they don't work right from my version of Blender, I use .ase ones.  Hopefully someone else can chime in on the lightwave issue.
 Hey there. I thought the idtech4 forum would be the most appropriate place, especially since my question somewhat relates to something called icedtech. I am working on a Rage total conversion mod. Information can be found here:

Regardless, I've spent a lot of time examining with and working with the toolkit, and have learned a lot about Idtech5. Still, I've run into some problems. One, I have trouble using models from lightwave. While I have successfully gotten a model into idstudio (radiant editor) and built a level and tested it out, most models I create I get an error message that reads:


Rage64.exe @ 0xb81c5983(  ) +  bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )

ERROR: Bad texcord on vertex ( pos = 0.420000 0.000000 0.260000, tc = -1.#QNAN0 -1.#QNAN0 ) on surface default in model models/weapons/pistol/pistol_pickup2.lwo

I know that this message is related to the surface in lightwave and it's associated material, but I have no idea why one model creates this error and not another. Other-wise, I have no idea how to associate uvmaps or any other types of maps to the working models.

Last of all, I figured out to replace the weapons and characters, you have to replace files that are stored in an md6 folder with the file extension bm6mesh. I found a plugin that converts FBX to bm6mesh, but I can't for the life of me figure out how to build the source code. It would appear I should use CMAKE and Visual Studio 2019, but regardless, I can't seem to built this:

I know not many people will know what I'm talking about, but for anyone that does, please help!
Content for Games/etc. / Re: Sharing My Music / SFX - Over 2000 Tracks
« Last post by Eric Matyas on July 21, 2020, 09:35:52 AM »
Hi everyone,

If you possibly can, please consider making a small donation on my website to support my work. Your contributions help me to pay for the keyboard synthesizers I use to create free music for the creative community.

That said, this week’s new free music tracks are:

On my Epic / Battle page:

PIRATES! – (Looping)

On my Puzzle Music 5 page:


And on my Sci-Fi 9 page:


Enjoy…and keep being creative.
Pages: 1 ... 8 9 [10]