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Messages - bitterman

#16
It work with ver. 7.0.

Don't found npc models yet. But found weapons.
#17
Find helpful resource:

http://3doc.i3dconverter.com/formats.html

Quote

Orbiter Space Flight Simulator    MSH
   
Orion Engine v1 (The Stalin Subway; The Stalin Subway: The Red Veil)       MSH

RF Online      MSH

Shadow Man     MSH

Star Wars: Battlefront   MSH

Thang Online     MSH

The Thing    MSH

Upd.:

...but still not working :(
#18
I belive this is not Orbiter stuff.

Perhaps this is proprietary format used by Computer Artworks British company.

This game based on Evolva engine but I can't find any info, sources or manuals about this engine.

There is few mods on moddb but they don't contained any custom models (only textures/sounds etc).

.msh, .geo, .sgh and animation .an in HEX.

#19
Can it be realized for D3 with native AI script events or it is possible only via Code?

Thanks.
#20
Resources from that game looks like binaries with "ARTWORK" signature and have .msh, .skn and .sgh file extensions.

Animation have an .an format.

Can't find any information about this formats. This is probably not gmesh because that plugin in Blender can not open .msh.

On youtube I seen only few videos from VirusPunk where the engine runs with level editor, but no more info about that.

Any suggestion?

Thanks.
#21
Thanks THF!

About setModel.

On mc_underground when a lostsoul impacted with scientist the last one turned to zombie.

This scene use setModel to swap human head to zombie head.

#22
id Tech 4 Scripting / Change player's model on the fly
December 19, 2019, 09:20:48 PM
I looking for how to do this thing e.g. if player takes a new armor or suit.
Then whole model or part of model must be changed to acheive this effect.

Not sure how it can be done.

I found some tuts about player customization, but these is not the same.

In base concept I can make one model with few armors/suits and shut off unused via setSkin"".
Is there a way to replace whole players model or part of model?

Thanks.
#23
id Tech 4 Scripting / Waving plants
September 14, 2019, 10:46:12 PM
In some modern games which are newer than D3 (e.g. FarCry 2) plant models are interact with player.

When player coming close to medium sized plant then plant are slant in player's move direction.
And when player goes through plant then it is waving some time.

I think this behavior realised by script but don't know where to start.

Maybe someone has already done it.

Thanks.
#24
Looks like it is what I was looking for.

Amazing work. Thanks, Arl!
#25
Rocket science :)

My old experiments with optical distortion (can be combined with gun model).
#26
Quote from: The Happy Friar on August 09, 2019, 09:31:07 PM
what specific you want to see of the model?

For better motivation, I suppose :)

Quoteyou're not to accurate

Are you used 'launchFromBarrel" feature and few animations with shaking gun for that purpose?

Thanks.
#27
It reminded me the hit maps in Q4:

https://modwiki.dhewm3.org/Texturing#q4-hit-maps

Perhaps source code from Q4 can help for your research.

Can you show the model?
#28
Ok, thanks.

I found a D3 network manual from van Waveren. Looks like it contains answers for all main questions.
#29
Video from 2019 looks great. Perhaps overweight for me, but great.

Some related question,  if you don't mind.

Is that coop mode based on original multiplayer mode from D3?
Or, in other words, can I realize coop gameplay based only on original MP mode?
I mean coop like in System shock 2.
Some limitations?

Thanks.
#30
Quote from: xyzz on March 05, 2019, 02:50:35 PM
Are you sure it's not Arenas?

Not this, but thanks anyway. Perfect movie which is unknown for me.