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motorsep

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Posts posted by motorsep

  1. Are you sure about that? Keys bound to AI rotate correctly as the AI moves, for example.

     

    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.  

    Would the same principle work if you bound a func_mover to a func_pendulum or func_bobbing?

     

    Yes, if you modify binding functionality. Currently the way binding works is that bound object will only change location, but not rotation.

  3. 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.

  4. 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!

    • Like 1
  5. 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

  6. [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?

  7. 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!

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