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ocn

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Everything posted by ocn

  1. I've managed to rotate her correctly. It didn't occur to me to fiddle with the rotation of the actual ragdoll rather that the rotation of the teleport entity. The results are sending shivers down my spine. This is going to be real cool when it's done. Are there any plans to modify the females so that their skirts rest at their feet as they're lying there? The view is... ahem... sort of distracting.
  2. Back to my dramatic falling ragdoll scene... Can I control which way she faces when she hits the ground? I seem to be able to control her rotation on one axis (don't ask me which, cause axis are confusing to me), I just want to flip her over, so she lands face up. I want to see her eyes, her pain... her story. Yeah! That's it... her painful story.
  3. I'm an old dog, new tricks are hard, man... But I'll certainly try to approach it your way instead. Thanks.
  4. Would it be possible to temporarily set the engine to use a single script file? I save my maps a lot with new names in case I have to go back, and I test them and renaming the script file each time is rather tedious. Perhaps there is a special name I can give the script so that it will be used in all instances within the same map folder.
  5. Make sure you're running in windowed mode. The only problem I've had is that the particle editor takes forever to load.
  6. You mean like this: EXT. COURTYARD. NIGHT MAPPER ShaderParm3, I command thee to slowly increase thine value as I approach the door before me! SHADERPARM 3 To thine aid, sir... as always. Think I could do that.
  7. Thanks... But the fog is very thick, though. What if you just want a hint of moist in the air? Also, there is a lot of missing images when I compile the map... Like some on a variation of streetlamps that I use, blood particles etc... Forget the first point... I did some thinking on my own for a change... It's the ShaderParam3, right? EDIT 2: Hey! Couldn't one manipulate the shaderparm to ease the transition from foggy areas to non-foggy areas? EDIT 3: Yep! A ShaderParm3 value of 8000 seems to closely approximate what I had in mind.
  8. How do I add some nice mist to my fogging mission? I tried the wiki, it just has links to other sites on some weird tech-tongue I don't understand. But surely there's an easy way to accomplish this.
  9. Is there any way to freeze player input until the game actually starts? I've noticed that slight movements on the mouse seconds before gamestart makes the first view rendered from a different angle that intended.
  10. So, is there any kind of cloth simulation in doom 3? Like having a curtain blowing in the wind or something like that. Or would that have to be an animated model? I mean there are plants that move as if affected by wind.
  11. It works like magic... Thanks, Sotha!!!
  12. I can't find any properties named "cinematic" to add.
  13. Nope. It's not working. This is the script: void Roll1() { sys.println("scriptname script is running"); // debug you get a message in the console if the script runs like it should. $Camera_1.activate($player1); // Switch view sys.trigger($atdm_teleport_1); sys.wait(5); // duration of view $Camera_1.activate($player1); // Return control to player } I've skipped a few of the obove steps, but it should work right? What happens is that when the player reaches the trigger once enity, the camera view is rendered for 5 seconds, then it switches back to players POV, and then the ragdoll falls. Additional Outburst: "God Dammit!"
  14. Wow. Those are clear and concise instructions, I think even I can understand. Let's see how it goes. Thanks for taking the time.
  15. Well, it goes like this see: The player starts out at the end of a walkway, before him he sees a huge ominous building with clocktower and all. As he approaches he hears a woman scream, and the camera switches to a woman that falls to her death infront of the building. Then switches back to the player.
  16. Thanks, Sotha. But the events still occur sequentially. First the cameraview then the teleportation. And it isn't triggered at the right spot, where the call script function is located. It is triggered some distance away.
  17. I might be the most easily confused guy on the face of the planet. Could someone please tell me how I can trigger scripts. I read the wiki, I'm still confused. I need to teleport in an AI when the player reaches a point, at the same time I want to trigger a cameraview. I've tried different things, but only one of the events seem to be triggered no matter what I do.
  18. Well, I like your ideas. That's sort of what I need. I want a camera to follow an event that happens relatively fast due to the physics involved. And it's a rather important event to the story, so I'd like to emphasize it. So I guess I'll read up on manipulating variables in game then. EDIT: Perhaps this could be something: http://www.doom3world.org/phpbb2/viewtopic.php?t=6501
  19. Is there any way to slow certain events down, like they happen in slow motion?And I don't mean for instance that a single AI moves at a slower speed, but the whole gameworld.
  20. Yes, that's certainly an option. But I was half hoping I could use some pre-rendered animations with various effects... I think that would be cool. Thanks for the tips, Tels- I'll try my best to test it... when I get the hang of everything else.
  21. I still like the Dark Engine. It has a soul.
  22. I just want to try and see if it will work to integrate video overlays as some kind of flashbacks at key points of a mission. Trying to tie some story elements together. I think I read somewhere that video textures were supported. But I'm not sure if it would work like this.
  23. Thanks, Tels. Would it be possible to attach a semi-transparent, video textured patch that would fill the entire screen infront of the player at certain points throughout a mission?
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