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Messages - Ehrlia

#3
Also, I'm not much of a programmer, and haven't had much luck with CMAKE and Visual Studio 2019 generating the sourcecode for Iced Tech, which was going to be the method to import MD6 meshes and animations.

So I'm working on this myself. At the moment, I've figured out that MD6 files are text files, almost identical to MD5 (MD5 has less vertex columns). So the idea right now is to create a script that will convert the coordinates from MD5 to MD6. Generating terrain is done. Figuring out jobs, quests and npc paths, have a semi-functional rpg town right now..

I'll post more updates.
#4
I've had a few people who have doubted what I've set out to do.

It's been 2-3 months so far, but.. let's address your concerns.

Ray tracing: Large in scope, but if a programmer or set of programmers set out to create this they could since it appears that much of the engine's rendering code is located in renderprogs.
AI compiling: Someone has already found a work-around. Regardless, there's lots of AI paths that can be created, and you can use points and scripting to create AI paths and barriers.
Check this out: http://www.gamesas.com/compiler-t368991.html
Fixing door glitch in toolkit: Almost found a work around. There's a function for rotating brushes, and it should be possible to initiate the entity.
Better Texture Quality: Already getting better texture quality for my map than Rage, and am able to generate 12K textures from TGA to a material.
Flying: There are already entities that fly.
Menu: You can also use images in the menu.
The ability to program cinematics: Already possible.


Regardless, we'll see what comes of this, but, seems like most of the above should be possible.
#5
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: http://aristocraticart.com/ehrliah MODDB: https://www.moddb.com/mods/ehrlia-summerwheel



#6
 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:
https://www.moddb.com/mods/ehrlia-summerwheel

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:

WARNING: NO ADDRESS ERROR 487

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:
https://github.com/jmarshall23/IcedTech/tree/master/code/Engine/MayaImport

I know not many people will know what I'm talking about, but for anyone that does, please help!