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The flashbomb should fit in the hand. It was about the size of a soccer ball Yep, it's Doom 3. I have one omni light above & I think two ambients below then another omni behind him. I made that animation just for the shot.
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Really? What size is it supposed to be? I might have made it bigger for the player to see it better, but I haven't compared it with AI in game. I think that some things look better with a bit exaggerated size, cause the player can't come close to anything (because of bounding box, I suppose) and some details can't be seen. But I have to check flashbomb in some map with AI... Nice screenshot, by the way. It's not Doom's engine, is it? I suppose we don't have that animation...
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Hey, New Horizon, sorry for not putting this on TTLG forums, but I thought this might be a quicker way to get to you. I'm strongly considering installing the Minimalist Project mod, but I'd like to know something about the visual/sound/tactile acuity of the guards. Do you think you could give me an approximation? I use Thiefbot, so if you could try using that scale, I'd appreicate it.
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We need to mobilise and get some animators. Post E3 convention, this is the perfect time, because 3 major titles are lined up to use D3 technology, and people are likely to want to get familiar with the tech and animating md5s and stuff for future modding and game development. And people are beginning to see the lovelyness of the engine, too. So, we need to hit all the forums, polycount, cgtalk, everything really.
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but I could have taken a render from 3dsmax and put it on a wall in doom
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Just caught up - those vine pics look like photos in a way, and I don't think I've seen the Doom 3 engine looking so good yet Webs: well I liked D3 webs they are the very sinister, silky, very fine kind, that only certain kinds of spiders leave, across corners like that. Yes, not the classic "cob-web" shape that most people are familiar with. Though that Ressurection of Evil one looks like a good cross between D3's and T3's... we should copy that
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Things like that would have to be exposed to scripts via "scriptevents" (the term they use for functions in the SDK that can be called directly from scripts). I linked to the standard Doom 3 scriptevents before; if you don't see it in that list, it's probably not possible (or the list is out of date). As for making them, there's a scriptevent system that you can hook into by providing certain definitions... search the SDK for idEventDef to find examples of scriptevent definitions that you can use as a template. It's fairly straightforward. You just create a method that you want to call, and add a couple of lines of code to make it available to scripting. Then you'd add the declaration of the method to doom_events.script (or darkmod_events.script in our case - we keep our custom ones separate to make it easier to apply potential future SDK updates). If you want to return a value from a scriptevent you have to do it in a special way, by calling e.g. scriptThread.returnInt(6) to return the number 6.
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I took a look at doom's cobwebs - yeah, they're very blurred and look like cotton wool. But the good thing about them is that they're not flat but 3D. T:DS cobwebs were flat, as far as I remember. The good thing about radiant is that with patches mappers can build their own cobwebs, piling them one on each other and shaping them according to architecture. It's not the thing I'm going to start with immediately, but sooner or later I'll make some. BTW: I'm not sure about your opinion on RoE's webs.... They look nearly like modern stained glass...
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Here's a good TDS one: http://img250.imageshack.us/my.php?image=webs8jt4.jpg And another, which is useful for corridors and nasty looking ceiling traps, when piled up: http://img265.imageshack.us/my.php?image=webs9un3.jpg The ones in Doom are pretty much just blurry nondescript white smears. Not useful at all really. Here's one from Ressurrection of Evil. Too bad we can't steal that one. http://img250.imageshack.us/my.php?image=websaq0.jpg That's good shit. I'd say the preference is definitely textures over models (models are just so limited to use), but if both existed (for instance, for a model, a big 3D snare, or a funnel spider thingy... drool), that would be great. PinkDot, I hereby address the request in your direction as well. I'd love to see what you'd come up with. Edit: come to think of it, a really thick (think mummy thick) dense web could be used on curved patches to make a pretty scary looking funnel. That plus new TDM spiders coming out = need new underwear.
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I was going to make some cobwebs sooner or later (I don't mean to discourage mikebart, cause I'm sure his ones would look great). I just have to take a look at those doom's ones, to know what you call shitty. But to be honest with you I can't think at this moment of any really good looking cobwebs in any games. Most of them are too cartoonish.
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Hm. It might be good to have them for user-friendliness (I'm thinking Doom mappers or hardcore radiant users coming over), but personally, I don't see much benefit in them, nor see myself ever using them. Edit: yes, good point by Orb there.
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The third is the most interesting, but as you point out, there are a lot of caveats to that particular one. I probably will require more time to familiarize myself with Doom 3's code intricacies before I can do, but I'd love to. Maybe after I pass our little test here. As for the second one, it strikes me as a great way of getting into the code and syntax, and I probably ought to do that one. Obviously, I'll need a little more detail before I can do anything with that. The first one is interesting, if for no other reason than that I can start immediately, without the aid of others. It will likely take me a little longer, as I'm still unfamiliar with D3E scripting, but I can check it out tomorrow, barring personal emergencies. In the interest of clearing up my confusion, I wish to ask a question. What is the bloody purpose of the '$' in front of every variable reference? As far as I'm aware, D3E scripting has no code for direct pointer handling (am I wrong?). I can't think of a good reason for the bloody thing. It doesn't help that I'm still reading the beginner's tutorials, but they to be a little more specific.
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AI already has a dodge feature - you can sometimes see the spiders in Doom 3 leap to the left or right (space permitting) if you aim your gun at them.
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Definitely kickass. We should get these up in the screenshot section of the website for people that are too lazy to browse the forums.
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Sorry about the necromancy, but I finally managed to grab a (legal) copy of Doom 3. I'm installing it right now, and I'll grab the SDK ASAP. Anyone want to throw me a bone and give me something to chew over?
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I've been tossing and turning an idea around in my head. Being a non-coder, I have no idea if it is feasible...so forgive my ignorance. Just to be clear, I'm not making a proposal to do the following...simply airing my thoughts and looking to hear feedback from those who are far more knowledgeable than I. I'm annoyed that we will have to lean on D3Ed to compile our maps and that got me wondering...might q3map still be close enough to dmap? Might it have the potential to be updated to work with DR so we could compile our own maps? We have the source code, and from what I could see in my internet sleuthing...it does a good bit of what dmap does. The file formats for d3 maps appear to be fairly open, although I'm damned sure it would be a LOT of work to get all the missing pieces working...perhaps impossible. Ahh well, just a thought. If anyone here thought it were even a remotely good idea, I would try to find another coder or two to work on it. Only reason I bring it up is because the q3map source code is available and seems like it could be worthwhile. I see the aas source is in the doom 3 sdk...so that would already be taken care of I guess. Hmmm. I'm an idiot. lol
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I frequent two other forums beside this one, Politics Forum and Maes-E, and pretty much everyone on both of those loved it. Maybe there's something about this project that attracts the hypercritical. :lol:
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I'm thinking more of the rip-out-his-heart kinda thing. George Bush and the Temple of Doom, anyone?
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Musing On Map Compilation
OrbWeaver replied to New Horizon's topic in DarkRadiant Feedback and Development
A possibly little-known fact: the proc file is text-based and commented, not (as I had previously assumed) an opaque binary format. That's an interesting idea regarding using q3map, it depends how different the Doom 3 map format is and whether the necessary information can be figured out and added to q3map's base. -
Musing On Map Compilation
New Horizon replied to New Horizon's topic in DarkRadiant Feedback and Development
It probably can, and I've suggested something similar in the past...but it would be ideal to eliminate the need for having to open Doom3Ed at all. My ultimate desire for Dark Radiant is for it to be fully independent of Doom3Ed....but that might have to wait until the Doom 3 source code is released. Hopefully there will be someone to integrate it into DR at that time. I'm just curious if we could actually take what exists in q3map, adapt it and even improve it. I'll wait to hear what our guys have to say. If there is a glimmer of hope, I'll see if I can recruit someone to at least look into it and see how big of a task it would be. It might turn out to be a viable option. -
I changed the body sizes & the limit types: The new AF is on the left while the old one is the right (AF bodies): I added upper legs & changed body types for some of them. The old one looks a little messed up. I'll try to get the bodies closer together without overlapping, & maybe change the upper arms' body type. & here are the limits (can't see the limits on the new forearms since they are basically triangular planes): Here's part of the AF file on the new one: articulatedFigure guard_base { settings { model "tdm_ai_proguard" skin "" friction 0.0099999998, 0.0099999998, 0.8000000119, 0.5 suspendSpeed 20, 30, 40, 60 noMoveTime 1 noMoveTranslation 10 noMoveRotation 10 minMoveTime -1 maxMoveTime -1 totalMass -1 contents corpse clipMask solid, corpse selfCollision 1 }(I just changed "maxMoveTime -1" to "maxMoveTime 15" like the old one to see if that'll help) Here's the old one: settings { model "tdm_ai_proguard" skin "" friction 0.0099999998, 0.0099999998, 0.8000000119, 0.5 suspendSpeed 20, 30, 40, 60 noMoveTime 1 noMoveTranslation 10 noMoveRotation 10 maxMoveTime 15 totalMass 200 contents corpse clipMask solid, corpse selfCollision 1 }There's no minMoveTime for some odd reason. This reminds me of Microsoft software, about a million ways to do the same thing There's a lot to learn about AFs & we'll need a degree specifically for Doom 3 articulated figures
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hehe...fair enough! Maybe we should start international forums..... or not
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Hello "Régebben irtal egy topicba, ahol modellezésről volt szó." hol? *Edit : jah leesett:)itt két lukkal arréb a jelentkezési oldalon.. "A beszélgetésünk megszakadt" tényleg nem emlékszem:) nah mindegy.. *Edit: Már emlékszem az SG.hu-n a Tds topicban szokott lenni szó a modrol,ott kérdezhetsz ugyis is járok oda. Ez az a topic amugy a forumon lehet privát üzenetet küldeni And for the others: This guy says we once spoken on a modelling related forum,and he wants to know some things about the mod but he is not too good in English..thats why he wants to speak with me. in my reply i told him about a hungarian forum where there are other people interested in the mod and that there he can find information translated.. also told him there is a Pm service on these forums..
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I was assuming that the region was saved to a separate file, with sealing walls and a player start location, and this separate map file was compiled by Doom as if it was just a normal map. Even if DoomEdit does provide a built-in "compile region only" option, the separate map file is as close as we can get without the map compiler.
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Surely you wouldn't need to compile the map yourself, you would just save the region to a new .map file and then compile inside Doom 3 in the usual way?