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motorsep

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Everything posted by motorsep

  1. So far works well. Although I am 100% certain Esc used to work to deselect objects. How can I manually edit config or something to make it happen? Not possible to work on levels without having a hotkey for deselection
  2. @greebo: Duh, in 2.0.0pre7 holster has texture. I can even see it on the screenshot I posted. I think I got mixed up with versions Btw, are links fixed in pre7, or in newer build that is yet to come out?
  3. As I was packing assets for you, I was looking for pistol's material. I found it and as I suspected, it didn't have qe4_editorimage set. After I added it, holstered pistol shows textures in 2.0.0 I wonder if was intended change (technically that's what qe4_editorimage is there fore - to show texture in the Editor) from 1.8.1, or a bug where if qe4_editorimage, DR should use "diffusemap" image or image map from "blend diffusemap" ? If you still need a test case, I can make a basic cube.
  4. BFG is a wacky engine. By wacky I mean raw. There are quite a few large fixes need to be done to fix texture compression issues, to get it more development friendly (besides adding tools), etc. Performance wise TDM would definitely win from moving to BFG. Game code is identical to vanilla Doom 3. The issue is that if you want intricate lighting and shadows, and lots of it, you perhaps want to look at UE4 instead. Save yourself headaches and focus on actual gameplay and art. I know it's not really feasible for TDM. However if you have TDM 3.0 planned, might as well go for UE4.
  5. Ah, I get it. Thanks. I was just hoping that it can be done to existing map, without modifying it [with blue room]. I imagined AI has a parameter/function to put it to "sleep" and then un-"sleep" it.
  6. But what if I want to avoid having blue room, because teleporting effect is not desirable ? (why is it blue btw?)
  7. Doom 3 question (probably applicable to TDM too) is below. I am not sure offhand, but can I spawn AI hidden? (via entity's property) Can I hide AI via script right after it spawns ? If yes, the question is if that AI is dormant and just hibernates until it's revealed via trigger or script ? Thanks.
  8. Missing from CAM view (as seen on screenshots). Materials(!) are the same as Doom 3, with custom shader stage. However, body/head/etc. per characters all have the same custom shader stage, and yet body texture is showing fine, but holster texture isn't being shown. I'll check if the material has qe4_editorimage set, but it shouldn't make any difference between 1.8.1 and 2.0.0.
  9. There is nothing special about def: entityDef npc_usf_bold_unarmed_patrolman { "inherit" "npc_usf_base_character" "skin" "skins/union_patrolman/pistol_holstered" "def_head" "head_union_patrolman_default" "head_joint" "chest" "anim" "idle" "mass" "200" } and skin: skin skins/union_patrolman/pistol_holstered { models/enemies/base_torso_short_sleeve models/enemies/base_torso_short_sleeve models/enemies/base_legs models/enemies/base_legs models/enemies/base_boots_kneepads models/enemies/base_boots_kneepads models/sfx/muzzleflash_fireflare2 textures/common/nodraw models/sfx/muzzleflash_firebeam2 models/sfx/muzzleflash_firebeam2 models/sfx/muzzleflash_fireball2 models/sfx/muzzleflash_fireball2 models/enemy_weapons/plasma_pistol textures/common/nodraw models/ammo/plasma_cartridge_flintlock textures/common/nodraw models/enemy_weapons/plasma_pistol_holstered models/enemy_weapons/plasma_pistol models/ammo/plasma_cartridge_flintlock_holstered models/ammo/plasma_cartridge_flintlock }
  10. One thing I just noticed, that happens even in 1.8.1 (or maybe because 2.0.0pre changed defaults I had for 1.8.1 simply because it uses same Roaming profile) - Esc doesn't deselect selected elements in the scene, and even if I use Clear Selection from the menu, it doesn't work on first selected element. I need to select something else, and then Clear Selection would work. Everything seems to be drawing, except now connections between linked/targeted elements don't render: 1.8.1: http://i.imgur.com/8HwvF3j.png 2.0.0pre7: http://i.imgur.com/MtcqB72.png Also somehow holsters textures on my NPCs don't show :/ (they are rendered in 1.8.1)
  11. Updated launcher to v1.2, and finally finished repacking my MEGA MOD. Doom 3 BFG 2.0 MEGA MOD includes the following: + Wulfen 2.0 pack, Wulfen HQ pipes, Monoxead pack + Phrozo 1.3 mod + Trent Reznor's sound pack for Doom 3 Re-experience Doom 3 BFG in a new way
  12. Map, materials, base textures (it has ambient light, and AAS somehow is incompatible with Doom 3; you'd need to dmap it before trying to load in TDM): https://drive.google.com/file/d/0BwE6dxM0O2PsM3dZUHdIYV9ycjg/edit?usp=sharing Console output: http://pastebin.com/nDCk7nXV
  13. Whether I used Doom 3 game, or my custom game (copy of dooom3.game with different name and different paths and stuff), my map only shows partially. I can upload just map file, but I can't really upload entire content. Is it good enough? Or do you needs models and textures too ? (it's just time consuming to weed all that out)
  14. Ok, ran it first time and here is what we've got. Find 10 differences between 2 pictures, so to speak: 1.8.1 pre4 (yeah, I haven't upgraded to release yet :/ ): http://i.imgur.com/yzskF1e.png 2.0.0 pre5: http://i.imgur.com/Q4ySRQu.png I don't understand why wouldn't brushes draw and path corners at least. Are we testing UI only at this time? Layers and entity window context positioning is off (not a bit deal though).
  15. Got it. Is it safe to work in 2.x branch? (as far as map corruption) Where can I get Win64 build? EDIT: Duh, it is in the very first post
  16. Is it with wxWidgets or 1.8.1 stable with fixes? I was really hoping for projected light fixes to be in 1.8.1 branch.
  17. You can't adjust size on models in idTech 4, thus you can't scale it in DR. So size is a constant. Rotations and location are the only variables, and grouping, and whether to follow normal vector, or stay vertical/horizontal with some deviation. With random factor on all these variables.
  18. Well, I am not talking about making terrains. I am talking about selecting entities (or models), setting randomness and parameters, and "painting" them over brushes/meshes in DR. SEED is only for TDM, and it's procedural thing - designer has no control over placement and other factors. I am thinking the core issue is that DR would need a new way of navigating CAM view. Like pressing and holding Alt would allow navigating it, and otherwise you can edit your scene while in CAM view.
  19. So Valve released Source 2 with new Hammer unofficially: Would it be hard to implement such scattering tool like seen in the video for DR?
  20. There were some dependencies issues in the launcher, which I resolved and re-uploaded last night. So, if you downloaded it before midnight CST, might want to re-download it (download link was edited).
  21. So I finally did it Started learning C++ / Qt5 and made my first app - Doom 3 BFG mod launcher. It lets you prep Doom 3 BFG to be mod friendly with a click of a button. No more messing with scripts and console! I also authored a few mods for Doom 3 and now you can run them with Doom 3 BFG (these mods don't have SDK code, scripts/assets mods). Some run well, some not so much. Either way, feel free to give it a spin: http://www.kot-in-action.com/forum/viewforum.php?f=28
  22. Btw, I just had a great idea - can you make a self-contained pk4 that can be run as mod with stock Doom 3? I could test it in Doom 3 BFG engine to give people an idea about performance gap between idTech 4 and Doom 3 BFG engines! (main thing is not to use anything specific to TDM, such as scripts/ARB shaders/defs)
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