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ocn

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Posts posted by ocn

  1. I guess we should instead just add a function to the C++ code, as this ties in with our LOD system :)

    :)

     

    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.

  2. Thanks Tels. I can't access the particle editer though. When I open Doom3Ed I just get a strange error message. I think I'll just give up on this one and leave my particle emitters unco-ordinated. When I've finished everything else in my map I might come back and try and get this sorted.

     

    Make sure you're running in windowed mode. The only problem I've had is that the particle editor takes forever to load.

  3. Yep, shaderParms are cool, you can animate them in real-time. But you probably need to write a script to do that.

     

    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.

  4. 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.

  5. 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.:wacko:

     

    Additional Outburst: "God Dammit!"

  6. 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.

  7. 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.:blink:

  8. Yes, there is g_stoptime (I think that what it is called) and also a CVAR which can change the speed of the game time (forgot the name, tho).

     

    I had toyed with the idea to give this a scripting interface, so that certain events could slow things down automatically, and then speed them up again (like "huge explosion everything goes slow motion for 3 seconds") but I never got around to it. Too many ideas not enough time :(

     

    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

  9. Flashbacks, eh? And video? So they are not interactive?

    Could you use simply the cutscene system?

     

    The player hits a trigger_once and starts a non-interactive cutscene with camera moving around a predestined path. You could play with sound, fog and lightning to make the scenes going on to look like a flashback.

     

    I wonder if we had a blur, vignetting or black&white overlay filter to make the flashback even more "dreamy."

     

    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.B)

    Thanks for the tips, Tels- I'll try my best to test it... when I get the hang of everything else.:huh:

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