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motorsep

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Everything posted by motorsep

  1. Maybe you guys already had it fixed in TDM. I recall we didn't have it working right and had to fix it in the Storm Engine. Or maybe it worked fine with entity>bone, but didn't work with entity>entity binding. I don't recall by now.
  2. Yes, if you modify binding functionality. Currently the way binding works is that bound object will only change location, but not rotation.
  3. Or you could mess around with view cvars via script to make view move
  4. Still not possible. The way camera shakes currently is by playing sound shader with shake key (https://www.iddevnet.com/doom3/sounds.php). You could try making sound with sine waveform, and cranking down its volume in the sound shader, and using looping/shaking keys, but I am not quite sure if such hack will work or produce shaking of the cam.
  5. Is this http://idtechforums.fuzzylogicinc.com/index.php?topic=365.msg3819;topicseen#msg3819 related to your question? If so, no, it's not possible to make floating ship out of the box. However, with minor game code tweaks, you could do it. Basically you need for an entity that is being bound to the root entity via bind to copy its origin and angles. Then you can make animated (as func_animated) model of the ship and a collisions hull for it. Collision hull would be func_mover and you can bind it to the func_animated. Player's code works with func_mover (collisions) and func_mover will "float" with animation of func_animated.
  6. Tried using it as regular texture, except videomap instead of map in the stage and it worked! Only works with blend blend, blend add and blend filter.
  7. So, does mask roq video needs to be black and white, as if it was still image mask? I'll poke around with that idea, thanks.
  8. By transparent I mean this - imagine it's a pink background with yellow smiley face in the middle. When rendered in a GUI screen on the map, you'd only see smiley face, no background. What you are saying is gonna make entire video will be translucent.
  9. Didn't work when I tried it. Had to resort to a GUI.
  10. Q#1: Is it possible to compile RoQ video with transparent background ? If so, how would I do that? Q#2: Is it possible to have RoQ video to play in the loop, forever ? Thanks!
  11. I made this test for Doom 3: https://drive.google.com/open?id=0BwE6dxM0O2PsM25hQlNxWlA3YlE This is what it looks like: Basically a video GUI on the level. While it works for me nicely, some folks reported that video starts 30 sec after player is spawned and has a pause in between the loops. Can someone please test it (if you have Doom 3) ? I am wondering if I am doing it correctly and also wondering if it's possible to use RoQ videos as textures on the map ? Thanks!
  12. So, how is it for everyone so far? During routine mapping I haven't experienced crashe's so far. One thing I noticed (and most likely it's been there for a long time) is that when creating models, and a model is large, the preview doesn't zoom to fit the model in the window. Is it fixable?
  13. Hah, I totally forgot about this thread So good news for us is that newest drivers from AMD fixed performance issues we observed with BFG-based engine. Performance now on par with Nvidia.
  14. Sure thing! Jedi Academy community folks are the ones to thank actually. We simply improved what they made.
  15. So far works fine for me. Have you managed to crash this one, Bikerdude ?
  16. I asked for a feature in one of the DR's threads. Is it possible at all to work with prefabs in the following manner: a prefab would be made in a separate .map file. It can be piece of a level, some building, etc. When imported into "final" map, it would be selected as one entity (so it would be easier to manage scene). If prefab's .map was updated, that prefab would automatically updated in the "final" scene/map . This would allow working on individual components and then assemble/compose final release map from such pieces. Also would be easier collaborate as folks can just work on individual pieces without disturbing final map. Also useful for modular mapping. I know they did it for Prey 2 in Preditor, when Prey 2 was in works using id Tech 4. I also wouldn't mind having a button "Make a map for me" /s
  17. While I posted in another thread about it, I figured I should post it here too. We grabbed Jedi Academy ASE import add-on, improved it and there you have it: https://drive.google.com/open?id=0BwE6dxM0O2PsZldRaEQ4a0RJMXM Imports vertex color, smoothes mesh and creates texture slots in Blender (have to use BI and textures should be placed next to either .blend or .ase).
  18. Well, no worries. We fixed up JediAcademy's ASE importer: https://drive.google.com/open?id=0BwE6dxM0O2PsZldRaEQ4a0RJMXM Enjoy!
  19. Does it import vertex color and multimaterials ? If so, can some one please make it work with Blender 2.76b ? I found working ASE importer for Blender 2.76b http://jkhub.org/files/file/1413-blender-264-jedi-academy-plugin-suite/ but it doesn't import vertex colors. It also splits mesh per material.
  20. [feature request] Is it possible at all to work with prefabs in the following manner: a prefab would be made in a separate .map file. It can be piece of a level, some building, etc. When imported into "final" map, it would be selected as one entity (so it would be easier to manage scene). If prefab's .map was updated, that prefab would automatically updated in the "final" scene/map . This would allow working on individual components and then assemble/compose final release map from such pieces. Also would be easier collaborate as folks can just work on individual pieces without disturbing final map. Also useful for modular mapping. I know they did it for Prey 2 in Preditor, when Prey 2 was in works using id Tech 4. Is it something achievable in DR and relatively easy to implement?
  21. There is OBJ exporter (add-on) for Blender, so I am sure some of it can be salvaged. It's basically just adding options for how to export scene and transforming brishes/ents/lights/etc. into something suitable for OBJ.
  22. I know DR can export into OBJ, but I recall it exports brushes as split planes. Is it possible to add option to export brushes as convex manifold meshes (so that level in OBJ ends up being made of multitextured cubes/parallelepipeds) ? Is it also possible to export patches as meshes (or as patches, if OBJ supports them) ? Is it possible to export lights, entities, etc. as dummy/empty objects (or cubes of a small size) with specific name conventions ? (it would be easier to find them in 3D app) Thanks!
  23. Not that I know of. However, if you are on Win 7+, you can get fast USB stick and Windows will use it as RAM in addition to your system RAM. USB sticks are inexpensive.
  24. I am happy with DR, but there are a few things that it could do that would definitely speed up level design / organization of the scene.
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