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Messages - Bladeghost

Pages: [1] 2 3 ... 5
1
id Tech 4 Engine Coding / Re: Nice PBR opengl tutorial
« on: March 22, 2017, 12:44:20 PM »
Albedo vs. diffuse I found to be an interesting observation as to not have as much detail in the texture and use a more plain image, point being to use a simple image over a photo with shadows etc... not sure I completely agree but an interesting point all the same, even with blinn, blinn-phong shading.

Quote
Albedo: the albedo texture specifies for each texel (texture pixel) the color of the surface or the base reflectivity if that texel is metallic. This is largely similar to what we've been using before as a diffuse texture, but any lighting information is extracted from the texture. Diffuse textures often have slight shadows or darkened crevices inside the image which is something you don't want in an albedo texture; it should only contain the color (or refracted absorption coefficients) of the surface.

2
Strutt your stuff! / Re: fhDOOM (modernized idTech4)
« on: June 29, 2016, 01:36:38 PM »
@eXistence, I for one would like to thank you for sharing this, as it works well enough with my stand alone Phantasm mod. (not fully tested but works)
also I'd like to see what it can do for other projects as well. Again Thanks for sharing! I for one greatly appreciate it! as it offers some new possibilities in building projects with. Great Stuff!

3
Content for Games/etc. / Re: Sharing My Music / SFX - Over 900 Tracks
« on: June 25, 2016, 02:49:14 AM »
I've only listened to a few tracks and have to say, very nice work here. Great Stuff!

4
Strutt your stuff! / Re: (CED) Chimuelos Assets Pack
« on: June 25, 2016, 02:21:07 AM »
I have CED's asset pack implemented into my new Phantasm Beyond 2 mod. (http://www.moddb.com/mods/phantasm-beyond-ii-the-neverdead) with iron sights and fire mode control (rapid fire and single shot).
it was not too hard to build with however it should be done all from the beginning of a mod when starting a project to be sure it all works and then built upon from there. well that's how it was for me when I put my mod together with it. it's a great feature to have and use for D3.   

5
id Tech 4 Mod Coding / Re: Getting started on a Single Player Mod.
« on: May 05, 2016, 03:08:42 PM »
To begin with the first thing is to create all the folders you'll need to develop
a campaign. as in
///////////////////////////////////////////
created these new folders in your doom 3 base directory
///////////////////////////////////////////
def
guis
materials
maps
models
scripts
sound
textures
///////////////////////////////////////////
these will be transfered to a mod folder later in a .pk4 to go into your doom 3 folder seperatly.
you'll need to add a few other things as well like a config.spec and a description.txt, but this should get you started.
look at some existing mods to get an idea.

to begin with if you have a map made already(placed in the maps folder) you can start with the mainmenu.gui
transfer a copy into the guis folder and edit that.
you should also put in a intro.gui and a loading.gui in the guis folder as well.

intro.gui
Code: [Select]
windowDef Desktop
{
   menugui   1
   rect   0,0,640,480
   visible   1
   matcolor   1,1,1,1
   nocursor   1
   windowDef unnamed
   {
      rect   0,0,100,100
      visible   1

      onTime 100 {
         set "cmd" "startgame";
      }

   }
}

and the loading.gui
Code: [Select]
windowDef Desktop
{
rect 0,0,640,480
background "guis/assets/splash/launch.tga"
matcolor 1,1,1,1
visible 1
}





for the mainmenu.gui scroll all the way to the bottom to replace the start name of your new map.
where it says "cmd" "startgame name_of_your_map_goes_here" ;(note the space between the names of startgame and mapname)
then when you launch your game it will start there.
ConText editor is good for editing guis and scripts.
let us know how things go and we'll help best we can, welcome to the forums.

6
Strutt your stuff! / Re: fhDOOM (modernized idTech4)
« on: April 11, 2016, 01:54:38 AM »
This is quite impressive, I like the sliders on the light editor.
I'll have to look into this more as it is very promising so far----- fhdoom 1.5.0 (alpha). 1405
I do however get one warning though...
WARNING: Check extension 'GL_EXT_shared_texture_palette': failed

still great to see this, I'm excited to see what else it can do. as I just learned about it.

7
id Tech 4 Discussion / Re: These forums are quite empty
« on: September 09, 2015, 07:46:47 PM »
So as to what nice mods are available, new content or not, I can't name one.

try this one....
http://www.moddb.com/mods/blade-yautja/downloads/bladeyautja-v12

8
id Tech 4 Level Editing / Re: rotation
« on: August 05, 2015, 01:44:06 AM »
Select the entity (monster) or character and in the entity inspector (select the entity tab) you will see 8 boxes of numbers arranged in a square selecting one of those (angles) will rotate your monster or character selected when it is highlighted by using shift and left click to select your entity and then select a number value from the square .....you'll see two buttons up and dn next to them ( those are for doors).
those values will rotate your monster or character.
or you can type in a value for the angle anywhere from 0 to 359
when done
deselect by hitting escape.
let us know how it goes 

9
id Tech 4 Scripting / Re: Tutorial: FX System
« on: June 01, 2015, 03:46:10 PM »
I know when I bind to entities, I'll bind to the entity and for a specific bind you'll need to use bindToJoint, as with the right hand that would use that parameter for that specific bone or place binded to.

so from what I see in your script you  can't really use bind (Rhand) alone

so example: use these , the parenthesis are only for example but follow script protocol and try being more specific in your call functions.

bind (entityname)
bindToJoint (RHand)

see if that makes a difference

also this may help?
http://www.3dbuzz.com/training/view/doom-3-modding/series-1/binding-entities

10
When I was building my Battlestar Galactica mod, that got nixed, I replaced the tracer model with a long thin model with a beam_red texture on it and that worked out somewhat, than added sounds. you can maybe try that.

11
id Tech 4 Textures / Re: Skybox blending
« on: May 20, 2015, 09:15:28 PM »
Thank You for sharing this, I've gotten it to work just fine , now I just need to make some interesting skies. Thanks man! very cool!

12
id Tech 4 Textures / Re: Skybox blending
« on: May 20, 2015, 02:47:39 PM »
vanilla skybox blending has been figured out ;) No special shaders or extra code necessary!

could you elaborate  and explain some detail as how to achieve this.
please and thanks

13
Strutt your stuff! / Re: TarDoom -> If I build it, will they come?
« on: March 09, 2015, 01:57:05 AM »
I have the cyberman working as a char model, monster will come later, the k9 is just a static model it's a bit complicated with the sentry.
here's what they look like , the k9 is untextured.
I'd be happy to send them to you BloodRayne should you like wish to put them in. Let me know.



@BloodRayne I sent you a PM with the file link, have fun!

14
Strutt your stuff! / Re: TarDoom -> If I build it, will they come?
« on: March 08, 2015, 11:04:47 PM »
Replace the sentry with K9, and add some cybermen.



I have a cybermen model if you need it for doom3.

15
id Tech 4 WIP / Re: BladeYautja
« on: March 08, 2015, 12:04:41 PM »
Thanks my friend!, it's been updated with a separate stand alone package for the mod 1.2
and currently I'm now working on my new project, my sequel to PHANTASM BEYOND.

PHANTASM BEYOND || The NeverDead

http://www.moddb.com/mods/phantasm-beyond-ii-the-neverdead

and some videos:

Thanks Everyone!

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