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Posts
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Everything posted by Baal
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As far as I know you can order it online relatively easy (proof of age 18). And I believe there is no special german version. It just comes with a translated manual.
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I don't know perl and, after looking into the file, I lost the will to learn it.
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I thought about the same thing but I too don't have much experience with python. I guess one could process a material definition file line wise, assign them to blocks through the parentheses and check them with appropriate regular expressions.
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If we have to do it manually I'll help with it. That's probably easier than writing a parser for the material definitions. And I guess doom's parser is not in the SDK?
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You can try darkradiant and built your own missions.
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You're not the only one. It depends on how open the map is. If the player can access these roofs it will become difficult (not necessarily impossible). That's why you should built city streets like corridors (houses on the sides and a skyportal on top).If you want to get on the roofs you have to restrict the view. But that depends on the complexity of the architecture and the hardware. It's difficult to explain this without a concrete example. And here's another article on the subject: iddevnet- visportals
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Yes, I think so. If you do that it will load the rendermodel as the clip model. For static objects that could be possible.
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I was asking out of curiousity mainly but, yes, thank you. 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.
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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. 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.
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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". 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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Darkmod Wiki - Doors
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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).