Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - spamclark15

Pages: [1] 2 3 ... 7
id Tech 6 General Talk / Cursor Question
« on: November 21, 2017, 08:10:30 PM »
When the game starts up, I have the game configured to run full-screen, but the cursor is not hidden (it appears centered on the screen during the boot sequence.) Is this a bug on my end or the way that they designed it?

id Tech 4 Level Editing / Re: Level Editing Tutorials
« on: October 24, 2017, 12:39:32 PM »
I have a couple doomedit questions:

-When I select a "breakable assign a color" light brush, how do I do this (assign it a color)? Also, how do I change how accurately I can reposition brushes?

id Tech 4 Mods / Re: DOOM 3 Spawn flash light color
« on: October 19, 2017, 01:05:54 AM »
Got it. Traced it back through the telebolt particle effect. This is referenced in teleporter.fx and 4 other fx files, which then references the squareblast light.

Next mystery to solve is where the color for the HUD doodles of all the weapons is (the icon that shows up when you pick up a new weapon.) They're shown in a greenish/cyan color but having gone through the GUIs that belong to the HUD for both single player and multiplayer, I haven't run across it yet. I changed the HUD colors and these need to change as well. I wish I knew the color as the float values the game uses as that would lead me right to it as I've replaced everything else that is that color. They're white and then colored by the game, likely in a GUI I haven't touched with a name that doesn't make this obvious.

id Tech 4 Mods / Re: DOOM 3 Spawn flash light color
« on: October 18, 2017, 10:57:12 PM »
Yes I keep a copy of the game extracted for the same reason along with a folder of just assets that are useful for text searches.

I already know where the flashlight stuff is. The flash when demons spawn is unrelated.

id Tech 4 Mods / Re: DOOM 3 Spawn flash light color
« on: October 18, 2017, 09:54:21 PM »
I kind of suspected this. It's a single detail that I need to follow the breadcrumbs to the source. I thought it would start in a def or material or particle and then trace it to one of the others. I search through all of the game's files a lot looking for a string somewhere that I think might be relevant in the hopes that it will reveal enough to track it down the rest of the way. Generally colors defined in defs are for muzzle flashes or a flash of some color for when someone uses their attack... It's not going to be in the weapon_ defs or the map_ defs.... Crap.

id Tech 4 Mods / DOOM 3 Spawn flash light color
« on: October 18, 2017, 08:13:36 PM »
I've been changing the colors for the spawn effect that demons spawn in with (and players in multiplayer) but I'm not sure where the light flash is defined, as usually it's found in the DEF for whatever creates it. Anyone know where I should look?

id Tech 6 General Talk / Re: Testing a short test Bink video with DOOM?
« on: September 25, 2017, 05:15:58 AM »
So it appears different than the same screen on the original video? Bink stores information as chroma and luma separately in 3 planes as YCrCb, where green and luma are stored together as Y, the difference between red and Y as Cr, and the difference between blue and Y as Cb, and I'm noticing the problems seem to stem from the chroma part having alignment issues with the luma, which never seems to have any issues. My test of this was to take the video and make it monochrome, which on my end solves the problem. I wish I could work with the RAD devs on it but they don't respond to my e-mails so I don't have that luxury.

id Tech 6 General Talk / Testing a short test Bink video with DOOM?
« on: September 24, 2017, 06:03:19 PM »
Would anyone be willing to download a bink video I've created as a test and see if it plays properly swapped out with boot_sequence.bik in DOOM 2016? I would just need to know if it displays properly or if the luma and chroma are misaligned (particularly towards the end of the video where the color on the second warning screen is rendered stretched wrong.) I only have 1 PC I can test it on to see if it's an issue on my end or with the game. The video displays properly in RAD tools but as startup for the game is the area of discrepency.

id Tech 4 Textures / BIMAGE Format
« on: September 19, 2017, 06:11:12 AM »
I see a lot of mods that make use of DOOM 3 BFG, which uses the BIMAGE graphics format. I'm curious if this means that the format was figured out at some point? There are some textures in D3BFG that are used in the "lost mission" that don't exist in vanilla DOOM 3 or ROE that I would like to get ahold of if possible.

id Tech 4 Textures / Re: Another Material Question
« on: September 13, 2017, 09:12:39 AM »
Thanks! Also dealing with materials, I'm trying to rewrite the gui/hell/stamina material to scroll only a single TGA but getting it to do 3 things simultaneously, that is, scroll, have translucency, and exist within the box for stamina is proving to be difficult. Currently I have it written:

Code: [Select]
blend blend
map guis/assets/hud/mp/lstafill2.tga
// colored

map guis/assets/hud/mp/lstafill2.tga
scroll time * -1, 0
// colored

This reuses the top part of the original code where lstafill2.tga has an alpha channel the shape of the stamina bar. Since I don't want all the effects that the original material had which combined more than one image together, this has been a challenging material to figure out so I'm sort of lost at this point.

id Tech 4 Textures / Re: Another Material Question
« on: September 12, 2017, 09:09:32 AM »
Would you happen to know where the light color from the GUI on a viewweapon is set? The .gui files for the weapons that have GUIs apparently don't set it.

id Tech 4 Textures / Re: Another Material Question
« on: September 05, 2017, 03:19:23 PM »
Yes, that is what I had for the material. It is always fully bright.

id Tech 4 Textures / Re: Another Material Question
« on: September 04, 2017, 11:04:35 PM »
What I thought would work is if the latter appear fullbright but are otherwise functional, to find some way of writing the material for the wheels so that they show up at the right brightness but I haven't thought of any way of doing this without adding another texture which would cause them to appear black. It's like I'm trading problems.

id Tech 4 Textures / Re: Another Material Question
« on: September 04, 2017, 10:59:08 PM »
For the wheels to have this behavior as they're flat. The problem is that using deform sprite on their material turns them completely black. This can be prevented by changing the material to just a single texture, but then they appear fullbright.

id Tech 4 Textures / Re: Another Material Question
« on: September 04, 2017, 07:06:21 PM »
Alright, I tried it out and the entire carts turn to face me. :o I need to find the 1ball entity but all I can find are the material and skin.

Pages: [1] 2 3 ... 7