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Messages - bitterman

Pages: [1] 2 3 ... 26
1
id Tech 4 Needs Help / Methods to make cutscenes
« on: May 06, 2021, 08:52:57 AM »
Hi!

Can you remind me what methods (witch is based on engine or prerendered movies) can be used in IDTech4 to make cutscenes?

And some related question - it is possible to create prerendered movie directly in engine (not in Maya or Blender)?

I remember only something about 'switch to cinematic camera' and 'recordDemo' but not remember any details.

Links to tutorials are heartly appreciated.

Thanks.

2
id Tech 4 Scripting / Re: LOD system
« on: February 06, 2021, 12:18:40 AM »
Huh

AutoLOD in 2001.

3
id Tech 4 Scripting / Re: LOD system
« on: February 04, 2021, 11:56:00 PM »

4
id Tech 4 Scripting / Re: LOD system
« on: February 02, 2021, 07:58:25 AM »
The LOD working in FOV - it's more like when you see the world as real in rear sight and as Minecraft in telescopic sight :)

5
id Tech 4 Scripting / Re: LOD system
« on: January 28, 2021, 06:48:50 AM »
q3a did?

Well, Jedi Academy did (I think).

And I see something similar in the description of IDTech7.

idTech4 only for patch-meshes

What do you mean? Some feature in engine (without moddeller's work)?

************upd **********

About Jedi Academy LOD:

Code: [Select]
const int maxLod =Com_Clamp (0,ghoul2[0].currentModel->numLods,3); //limit to the number of lods the main model has

Code: [Select]
/*
=================
R_ComputeLOD

=================
*/
#ifdef _XBOX
int R_ComputeLOD( trRefEntity_t *ent ) {
#else
static int R_ComputeLOD( trRefEntity_t *ent ) {
#endif
float radius;
float flod;
float projectedRadius;
int lod;

if ( tr.currentModel->numLods < 2 )
{ // model has only 1 LOD level, skip computations and bias
return(0);
}

// multiple LODs exist, so compute projected bounding sphere
// and use that as a criteria for selecting LOD
// if ( tr.currentModel->md3[0] )
{ //normal md3
md3Frame_t *frame;
frame = ( md3Frame_t * ) ( ( ( unsigned char * ) tr.currentModel->md3[0] ) + tr.currentModel->md3[0]->ofsFrames );
frame += ent->e.frame;
radius = RadiusFromBounds( frame->bounds[0], frame->bounds[1] );
}

if ( ( projectedRadius = ProjectRadius( radius, ent->e.origin ) ) != 0 )
{
flod = 1.0f - projectedRadius * r_lodscale->value;
flod *= tr.currentModel->numLods;
}
else
{ // object intersects near view plane, e.g. view weapon
flod = 0;
}

lod = myftol( flod );

if ( lod < 0 ) {
lod = 0;
} else if ( lod >= tr.currentModel->numLods ) {
lod = tr.currentModel->numLods - 1;
}

lod += r_lodbias->integer;
if ( lod >= tr.currentModel->numLods )
lod = tr.currentModel->numLods - 1;
if ( lod < 0 )
lod = 0;

return lod;
}


6
id Tech 4 Scripting / Re: LOD system
« on: January 24, 2021, 10:37:48 AM »
Can't believe that idtech4 haven't the LOD. Even a Quake 3 engihe has it (but perhaps it was added to native engine by Raven).

Idtech4 have a image_lodbias CVAR which is control a texture detalization.

Maybe is there no need to make few same models with different level of detail because id4 engine have some alternative feature instead LOD?


8
Quote
OpenJK uses SDL as a window and input manager. A side effect of this is that on certain international keyboard formats, the original console keybind does not work correctly.

As a workaround, we have implemented SHIFT+ESC as an alternative. On standard keyboard formats, the original ` (~ key) still works - the SHIFT is no longer required for this keybind.

If you don't like this, you can adjust it with the cl_consoleKeys cvar.

OJP used standard expression:

Quote
jamp.exe +set fs_game ojpenhanced

Don't understand how this line can give a freeze (and even splash screen - how it possible? as gui like D3?).

*****************upd*********************

In fact I must find a way to debug mod's loading progress.

Usually the loading progress wrote in standard idtech console window.
Also errors and warnings wroted in .log (can't remember it name and location).

The main suspects - missing assets and/or wrong .exe/.dll.

This mod have a support. In French %)
Interesting language. A good reason to learn it.

9
id Tech 3 Mods / Problem with OJP (Open Jedi Project) mod in Jedi Academy
« on: December 22, 2020, 06:23:11 AM »
As I hope this mod can give a coop mode (when SP maps can be used in multiplayer game to walkthrough for few players).

I have original game "Jedi Academy" (based on idtech3) and OJP mod v1.2 from jkhub (dated ~2012, not 2020), and after launch it just freeze on mod's splash screen. It seems to reaction on Esc and Enter then just close splash screen and exit. Console is not present.

Looks like the mod system in idtech3 is the same as in idtech4, so what can I do to fix it (check for missing assets etc)?

And some related question - how it possible to edit SP map to able to use it for co-op?

Thanks.




10
Welcome! / Re: Is this community dead ?
« on: December 11, 2020, 03:56:56 AM »
At this moment I have an old workstation (C2D/4Gb/Geforce9600) with hdd which is fall with MSVC2013, compiled sources, game resources (D3 and D3BFG both), 3D, editors, mods, swf, textures and other stuff  :D

~80% of those content was backuped on dvd but...

I'm at the doubt right now. There are a lot of thoughts about next path (e.g. about reasonability to build a new platform or restore old, migration to modern environment or stayed on current etc). Not sure how to express it in your way of thinking... The change of prioritets? A crossroad? Age's grumbling?  ;D

Worst of all I lost my english skills without practice.

But this is a good site with interesting people and info. Then let it be.

11
id Tech 4 Models and Animations / Re: DOA model I got in to Doom 3
« on: September 14, 2020, 10:26:33 PM »
You mean "Microsoft OneDrive or MEGA cloud storage" I suppose.

Christmas trees, it took me two days to understand this phrase!

«Why you little..!» (c) Homer :)

12
id Tech 4 Models and Animations / Re: DOA model I got in to Doom 3
« on: September 09, 2020, 04:47:13 AM »
At last time I've converted some models from The Thing, HL2, Max Payne 1|2 and Paranoia.

I found it was very helpful for understand the modelling conception (especially when you moves from low poly to hi poly models). It is amazing how the artist can give the feeling of object via few polygons and colors only.

After that the Great Carma was caught up with me and I've lost my hdd with all content onboard :(

13
This is strange, but humans and monsters models present as simple box in viewer (all other models looks right).
There is a many other files with .coc, .roc, .geo, .sgh extensions.

14
It works fine with md5mesh too.

The program is shareware for 30 days without save/convert functions (only load).

15
It work with ver. 7.0.

Don't found npc models yet. But found weapons.

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