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Messages - Bladeghost

#16
One thing you can try is right click menu and choose func_rotating and then select model from the entity inspector choose your model and then set your parameters. (speed direction) etc. see if that works. sometimes it has full collision and is a hindrance instead of what's intended (func_rotating's) tend to do that sometimes.
or use it in a level script and just set your model to rotate:
example:

$model.time(12);
$model.rotate('360 0 0');

perhaps use the while(1) if needed to loop the rotation.

these are some things you can try.
#17
id Tech 4 Scripting / getButtons
February 03, 2015, 08:54:47 PM
Question? is the  scripting limited to getButtons 32,64 and 128?
and only just 3 or am I overlooking something.
in the AI_Player.script to assigning button assignments or can other numbers be used.
currently in my project these three are in use and I need one more.
anybody know? Thanks.
#18
id Tech 4 WIP / Re: Hallowed Mod
January 28, 2015, 02:45:33 PM
or better yet here I'll just post the description entry from the pdf as it goes into some detail about that.


3. description.txt
This is the mods name as it will appear in the doom3 mods
directory. It is simply a .txt file written with notepad or
equivalent and has the name with a ^ symbol and a number
for the color of the name. an example is ^1KingTut
would read as KingTut in red.
And for each color they are as follows:
^1KingTut = KingTut 1= Red
^2KingTut = KingTut 2= Green
^3KingTut = KingTut 3= Yellow
^4KingTut = KingTut 4= Blue
^5KingTut = KingTut 5= Lt. Blue
^6KingTut = KingTut 6= Violet
^7KingTut = KingTut 7= White
^8KingTut = KingTut 8= Gray
^9KingTut = KingTut 9= Black
The highest number is 9 as 10 would make it 0KingTut
When you've selected a color you like, all that gets written in
the description.txt file is (example) ^1KingTut
^1 for red text and saved as
description.txt and goes in the mod folder.

#19
id Tech 4 WIP / Re: Hallowed Mod
January 28, 2015, 02:06:47 PM
@aphexjh you can look at a start mod tutorial I wrote back in 2007 that has a .pdf that will describe a few things.
might find some of it useful.

http://www.gamefront.com/files/files/9860852/kingtut.zip

I don't know who added the .cfg and .cmd files but those can be deleted.
as well as the game86.dll in the .zip
apperantly someone ran it and resaved it and uploaded it without my permission but the modsetup101.pdf should help a bit.
#20
id Tech 4 WIP / Re: Hallowed Mod
January 27, 2015, 02:12:46 PM
Very interesting, although when falling into the pit and dying maybe perhaps having a trigger multiple to teleport back to the start of the pit instead of just dying so one can retry the passage as a suggestion. one thing missing is a description file for the mod selection? and anyone that has clean paks for development I suggest they get taken out or else all the particles will have artifacts. as well as no dev files in your base folder. and there is no hallowed folder in the .zip I had to make one. for the main menu you can replace the mars model with the orb as it is it seems to just be a background screen only. need any help I'd be glad to show a few things.
I did like all the falling towers that was good, but after I died in the pit it was a bit discouraging, a few things could use some work but overall, great job!
#21
id Tech 4 WIP / Re: BladeYautja
December 27, 2014, 06:09:09 AM
Blade Yautja V1.2 now uploaded and available with fixes and some new stuff.

http://www.moddb.com/mods/blade-yautja/downloads
Thanks for your interest.
#22
id Tech 4 WIP / Re: BladeYautja
November 12, 2014, 02:16:17 AM
New Video:

#23
id Tech 4 Mods / Re: D3 Venture
November 11, 2014, 02:59:36 PM
Looks Great!, would there be an alt fire? perhaps maybe with fire arrows? that could be interesting.
also if you like use the 3rd person patch I have for my BladeY mod and just rename it to get the hud in 3rd person working if you like, you can always try that and see, no worries if not. for sure keep us posted on the progress, great stuff!
#24
id Tech 4 Scripting / Re: remove cutscenes
November 06, 2014, 05:32:20 PM
You can press the 'I key to bring up the maps inventory and see whats in it,
and for hiding and unhiding stuff, you can select an entity or entities and choose view/hide_show/hide not selected
alternatly that same command is  (shift+ctrl+h) to hide all that is NOT selected. (shift+h) to unhide all or (h) to hide selected.

meaning choose your interested entities and hide everything else to work on it.
the entities properties ane in the entity inspector window, just scroll down to see the connections usually are listed as targets.
for connections and paths be sure  view/show/show_paths are on.
also be sure to look at (help/command list) at the top of the editor.
#25
some quotes from my mod:

QuoteNoobSaibot Sep 18 2014, 3:16pm says:

I don't want to nit pick too much, but why not use a more advanced engine like UE3?
Quote

douglas_quaid Sep 19 2014, 4:53pm replied:

Hahaha, priceless!
Great One! Quaid! love it!
Quote

Halloween4 Oct 11 2014, 12:46pm says:

That is priceless, & hearing that will never get old, as what's the age of a game engine got to do with how good a mod or T.C is going to be lol, it's not the game engine you are using but what you do with it that counts.

If you don't believe me just look at how many mods are still being made for the original Half-Life.
my reply was a good artist doesn't blame his tools.
I've tried UE4,unity,cryengine3 etc, and always come back to D3's idtech4, idtech 5 is still a mess in my opinion as I was really looking forward to building with it, but found it terrible.
again one reason I find idtech 4 still a good platform to create from, aside from all the eye candy other engines may provide it's the core of that game that really matters . being was it fun and challenging as well as exciting. only the artist can provide that with a good plan right from the start. of course it's not easy but anything that is worth it never is.
and thanks guys for the respect I appreciate that.
I have more to say but that's all for now. Thanks! rock always!


at 0:20 in this clip tim willits explains that almost anything is possible with idtech 4 and I can see that, from what is said.
https://www.youtube.com/watch?v=WvBNQWyziYs
still who knows.....




#26
There's a lot I like to say on the subject and the first post...Washing Dishes sucks!, if I could've made money on any of my mods I'd be grateful. It's also a lot of work for one person to create a work of art that gets attention. even teams struggle. I'm losing track here..
but yeah, idtech4 is great stuff, sad more can't understand it. one thing I think is the bones in entities facing all in one direction that scares most folks interested in developing stuff and are too accustomed to the bi-ped from 3dsmax. in some cases not all I believe but a simple skeleton for characters and things it may seem too complicated. for most it can be without proper instruction on how to use the tech, yet once learned it's amazing stuff limited by imagination. I still believe it's a great platform to make art with other than unrealengine, unity,or even source. so making your own game and making some food money is nice but doesn't usually happen unless a console disk is made and sold in stores. anything digital or on a computer and always can be reproduced, hence copy and paste. it's a base function that's common for all. if it's on the net anyone can get it. if it's available no matter what it is electronically
(media, music, images, etc...) If I wasn't so overtired I'd probably make more sense, however I'd like to make a living doing what I love to do and that's working with digital art. and painting on the computer with sense and accomplishment, It's good therapy to build something whatever it is, on a computer out of wood or metal. now to get paid for that is something that one never knows.
working on projects with this tech still presents 2 things.
1. it's idtech we did not build it. id did. great to use and works well.
2. using content that others have made before. (I believe it's always easy to copy something, then being original comes from within and seeing it through and hope it works. it's risky and tricky as not everyone can do that. I dread a star wars D3 mod as I don't really care for Starwars, just an example (using other content than your own) as an experiment or hobby for self challenge, creating a commercial product from the beginning matters in the beginning. sure I'd like to make a game I could earn money from, it's a difficult endeavor to be a computer (game) maker and make a living unless the right elements are in place to do so. my mods I made them because I wanted to and was happy to share them with everyone. funny how some wound up on filefront and megagames without my knowledge or permission for download of my latest project.  I'll write back when I get some rest but that's been a few things that comes to mind.
Happy cheers everyone....
:o

edit:
I like idtech4 over other engines because it works. short sweet and simple. I know nothing about mobile games, fartphones or portable programs. using idtech4 as your own game platform is a great tech but would have to use D3 as a base (basic stuff only of course to build from) as it has everything one could need. I still feel there are still restrictions even with gpl to commercial with your own stuff . but using other property has to be used carefully, like with I have with my mods.
some have restrictions, try making a battlestar galactica mod, I have and it's not allowed. go figure. anyways make great stuff everyone no matter what and be artistic in all you do.  haytime..  ^-^
#27
Haunting of Deck 12 / Re: BladeYautja
October 20, 2014, 11:12:27 PM
Thanks Friar, I agree with most of it as I like the jewel cases better as a personal preference really. both could be made.
and other stuff.  all good fun!

on another note I posted on my moddb page a question about a patch for the mod and game.

I'll just repost that here to read Thanks.

QuoteFor a MOD patch (game patch) or whatever, that wouldn't take too long to make and fix up
where possible as the engine still has some limitations and such, if I can do it I'll tell ya.

what I'd like is some suggestions and feedback on what could be done for a patch for the mod
and hear what people liked and did not.

some things soon would be
raise player health and armor to a higher amount.
and add ammo pickups in some of the maps.

for a patch I like to hear what others say.
and I 'll see what can be done.

for now I'd consider this a demo and not finished yet.
then after I can put it into the standalone version as well.
also consider since it's a mod...it's moddable ya know.
I just don't want this left in a mediocre state of completion.
so let me know and Thanks Everyone!

Thanks!

BladeJ

#28
Content for Games/etc. / Re: Taking content requests!
October 10, 2014, 03:31:55 PM
I can make a suggestion, a SKYBOX and or FOLIAGE pack for D3 would be interesting.
#29
A texture trick I sometimes use is taking the texture and in photoshop use the plastic 'filter on it
and then make it black and white
and highlight some light areas or whatever I feel looks good and use that for a specularmap. in some cases. sometimes works sometimes not yet still fun to do with certain things. also specularmaps can blend in stages as well to have a combination of more than one texture.

but this can be for fun or stuff. just Thought I'd share some things I've tried.

Rock and Roll!
#30
But getting back to the TOPIC  gloss(control) the two vfp's render all specular materials with a shine (especially the bright ones)
darker specular maps render less shiny... your (material) variable
may be the control over a specific material that may work as well, again as I've said it's a different effect but looking at your screenshots it does seem interesting as I've had mixed results.