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Posts posted by Baal
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I was asking out of curiousity mainly but, yes, thank you.Does this help?
But you could disable the model with "noclipmodel" on a static bucket, right? And there's also the "clipmodel" key through wich you can assign a different cm. And, if I'm correct, that isn't as restricted for non movebales.you can't drop things into a static bucket, since the bucket model is also used as a movable and thus has a collision mesh which blocks the top -
I need a bit of clarification on the subject of collision models, clip models, trace models and collision detection. I was browsing the source but that's time consuming and I am now heavily confused. So I'll just ask some (hopefully not to stupid) questions.
There are some models that need a collision model to be used as moveables. If a model contains such a collision model is this also used on static objects?
What kind of control has a mapper over this?
Do projectiles (arrows) collide with the render model or the collision model?
What about blocking of AI vision?
SDK related questions:
There is a so called trace model that's restricted to a few vertices. I guess this is the collision model used on non static objects for efficiency.
How are clip and trace model actually related?
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I meant scrolling the projected texture (through the material definition, in case you meant something else). The water materials are a good example for this.Well, moving shadows would make a neat prefab. I could give it a shot, moving it with an osscilator?The tiling comment was concerning the landscape. It sticks out at least in the screenshot.
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Nice. This shot really reminds me of Gothic 1.
Have you tried making the shadows move (with the translate keyword)? Could be a cool effect.
Do you have an idea what to do against the texture tiling?
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Doom 3 treats some things as case insensitive (keys on entities for example). I don't know about the entity names but that's probably the reason.what's the point of making all entity names lowercase? -
Are you sure you have the latest drivers for your GPU installed?
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In the "interaction.vfp" fragment shader the y texture coordinate for the falloff lookup is a constant (0.5). Now it makes sense.
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Some light material definitions I came across use a 2D texture as lightFalloffImage. I guess that's an error then.
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Thanks.
The release is not to far away and a lot of things need to be done. What can I do apart from finishing my maps? I know a few things about mapping, programming, scripting (no experience yet but I need to look into it sometime anyway) and the doom engine in general.
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It's in the "lights/defaultPointLight" material in "lights.mtr".the Z falloff image defaults to makeIntensity(lights/squarelight1a)So the 2D falloff texture is the projected texture and lightFalloffImage is the 1D falloff?
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I don't really know how the falloff works. I thought it was just determined by the distance and a 1D look up texture. But it seems to be more complicated.
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The light volume of a point light IS a cube. It projects a texture in all 6 directions and the intensity changes with the distance from the origin (falloff). It's spherical because of this falloff (the texture also affects this) but the affected geometry is determined by the cubic volume.
Please correct me I'm mistaken somewhere.
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@demagogue:
Try the "textures/decals/splatx" blood decals. They should work.
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Demagogue posted a problem with a decal in the "Newbie DarkRadiant Questions" thread. I looked into it and it's a simple error in the mtr file. I can fix stuff like that and it would be much easier if I didn't have to ask a team member to commit something for me. So I would like to become a contributor (or team member).
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The legs and knees look a little thick.
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Are you the Brother Renault that released "Through no vault of my own"? Because that was a great little mission.
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If you change brushwork you have to run dmap on the new map file (the pointfile is created by doom3 not the editor).
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It normally does. Did you reload the point file after dmapping again? Or maybe the old one wasn't overwritten for some reason.I thought that the red pointer showed the exact path of the leak. -
Outdoor sections are just big rooms with a special skytexture on the ceiling (a simple case).
You should start with the interior (which is much more easy if you're new to the engine and editor) and add "outside rooms" later. Don't worry if this explanation is a bit confusing, it all becomes clear with a little experience.
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If you plan to use it outside under bright light conditions you need a bright display (I think at least 200 cd/m^2).
Netbooks are great only if size and weight are important. They are easy to carry around but don't compare to a cheap notebook performance wise. Some of them have really good battery life time though (4 hours and more). Most notebooks don't reach that.
If you want to use an external monitor on high resolutions the VGA out that all current netbooks have is not optimal. I'm not an expert on this but I know it's something to consider.
It all depends on what exactly you want to with it.
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The treeview selection affects the texture browsers display (only active categories are displayed) and vice versa. I don't want them to communicate directly but through their parent (the material browser widget containing them, not the tree store singleton if I think about it further).
But I can't get to specific because there's not enough done yet. And I'm still looking through the code to see how things are done.
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I intend to do it something like this:
There's a singleton (material browser or -store) that keeps the tree store and (multiple, so that you can have texture browser and media browser windows) browser widgets. They each contain a treeview and a texture browser in a paned layout (among other things). You can hide one of the two panes or show them both (3 layouts accessible through buttons or maybe tabs).
The widgets need to communicate their input. I could do that through callbacks or maybe call methods on the singleton directly.
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I'm still working on this and I have a question for OrbWeaver or greebo.
What kind of callback mechanism do you prefer? There are the GTKRadiant templates, GTK signals and boost also has libraries for this.
Collision models
in Art Assets
Posted
Yes, I think so. If you do that it will load the rendermodel as the clip model. For static objects that could be possible.