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*5/20/05
Having read that ET: Quake Wars uses something
called "MegaTexture" to make huge realistic terrains, based off the
D3 engine & that D3 has a "megaTexture" material keyword &
megatexture c_var's, I asked Brian @ iddevNet if it's usable in
D3. Here's the responce:
It doesn't
actually work correctly in the released version of Doom 3 (of course
it does work in the version that Splash Damage is using).
So, it doesn't work in D3. :( Just
telling those who may wonder.
*05/15/05
Sparked by this thread on PlanetDoom, I decided to
look into making all monsters throw out gibs upon death. It's
actually pretty easy to make each non-zombie monster gib.
First off, extract the .DEF file from the pak000.pk4 file to
base/def (I used monster_demon_imp.def). Open it up.
Next, open up monster_zombie_base.def (no need to extract it).
Right under the entitydef "zombie_default" you'll see "// gibs
common for all zombies." Below this is the gib info for all
the zombies (all zombies use monster_zombie as a base so they all
gib like this). However, this doesn't help us to gib out
imp.
Select & copy everything between "// gibs
common for all zombies" and the "}" that closed that def. Now
find the "entityDef monster_demon_imp" section in your
monster_demon_imp.def file. Past that gib into into that
entityDef section (I recomend putting it near the
damage section, and that you use comments to tell what you
did). Save that file, load D3, the testmap, spawn an imp,
give all weapons, fire a rocket and it gibs! :)
Just so you know, this isn't the type of
gibbing that lets you blow off arms & stuff. That would
take more work. Here are some pics to show you the
difference:

imp gibbing
non-imp gibbing
PS: if it doesn't seem to work, make sure you
copy/pased the "gibs" "1" line. That's required.
*05/05/05
AVIDemo info
People always want to know about
avidemo. So, I contacted Brian & id, and after several
back & forth e-mails (plus lots of experimenting), here's what's
up with it:
com_avidemotics 1 is 15fps
com_avidemotics 2 is 30fps
com_avidemotics 3 is 45fps
com_avidemotics 4 is 60fps
com_showdemo 1 will tell you the frame info in
the console. If it skips any frames, you'll be able to
see.
recording a demo doesn't record GUI's
& the sound recording is borked. I reccomend using a sound
recording app (such as sound recorder) & record the stereo
mix. That will get everything that leaves though the audio
out.
avigame DOES record gui's but can be hard to
control as it's writing every frame to a TGA file.
*05/04/05
Today I was asked if I knew how to speed up
the shotgun firerate. It's not in the .def or .script
file. The firerate is only the minimum time between fires and
the cocking cycle messed that up. So.. off to the .md5
files...
In the md5 files where's a line called
"numframes." This is the number of frames in the
animation. Reducing this will make the gun fire faster, but
other things depend on the number of frames in the animation (such
as the sound FX for the shot).
Next on the list was "framerate." This
was 24. Changed this to 48. This doubled the reload
& fire animation. Bingo! Just want we wanted! To
figure out how fast (or slow) you want the animation to run, use
this forumula:
Firerate = AnimFrameRate * (%increase /
100)
example: 24 * (200 / 100) = 24 * 2 =
48 Simple! Enjoy!
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