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Arcturus

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Posts posted by Arcturus

  1. The problem with my guide was that I used Blender 2.75a which isn't fully compatible with the exporter.

     

    You can't export the shadow and collision meshes with it.

    I'm using Blender 2.75a and it works. In order to export models with multiple materials try joining all the objects (ctrl+j) before export. Make sure you have:

    noshadows
    noselfshadow

    in your proper material so that only mesh with shadow material will cast shadows.

  2. @grayman
    I understand that there are not enough coders. However I don't agree that no one would notice. Even if only subconsciously. Details matter. Doom 3 had indeed very fast doors, but they were also sliding. I don't recall any rotating doors in D3, hence the code. In Darkmod doors are rather slow. Also it's not about modelling real world but rather about aesthetics and what 'feels' right rather then what 'is' right.

     

    Yeah honestly if this were done on pretty much all hinged doors that would be fantastic. No prior knowledge on animations within id4 myself, but I know ease in/ease out really helps the believable factor 10x. :awesome:

    I agree.

  3. I guess it's subtle. Currently the speed of rotation is constant, which is robotic and unnatural. Normally human movement, e.g. that of hand opening something accelerates at the beginning and slows down just before end. For example automatic head turning of NPCs follows that rule (although I would tweak it if I could). Right now lid starts at constant speed and then stops immediately. My example shows curve of that rotation - first how it looks now and then how I would see it.

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