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 Post subject: Re: Prometheus Movie DOOM 3 Game Mod
PostPosted: Mon Aug 06, 2012 3:34 am 
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did just hit his 750th monster
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I see what your saying have a full sized hologram seperatly to nav through, yeah that could be done. and it's low poly enough to happen, matter of fact that should be fun to try and see. Thanks! I'll try that and post results. :)


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 Post subject: Re: Prometheus Movie DOOM 3 Game Mod
PostPosted: Mon Aug 06, 2012 5:26 am 
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cameras and viewers don't seem to like distance, when in first person cameraview it works fine but on a gui monitor it won't track or render with distance between the camera and monitor screen.

fuk it for now, I have vehicles to make. I'll take another look at this later...before something gets broken I can't fix...

but it did start looking like the matrix,,,, :mrgreen:


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 Post subject: Re: Prometheus Movie DOOM 3 Game Mod
PostPosted: Wed Aug 08, 2012 11:47 pm 
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some monsters to fight, sucker has 71 bones....
hardest part is getting the wings to fold properly :?

this is the actual model and how it looks so far...
Image
Image
Image


Last edited by bladeghost on Thu Aug 09, 2012 3:52 am, edited 1 time in total.

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 Post subject: Re: Prometheus Movie DOOM 3 Game Mod
PostPosted: Thu Aug 09, 2012 12:34 am 
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That looks great!

What do you think about this idea: using the first person hand and gun model stuff, create a new "weapon", for a sequence of the snake attacking your arm.

So, how it works is, the snake is in the map, and it moves towards you, if you don't kill it before it gets to you, then upon contact with you, it disappears as if you picked it up like it was a piece of health or armor. Then, when that happens, your weapon changes to a new weapon that is just your arms with maybe a flash light in one hand or something. And instead of an animation of reloading a weapon clip and a gun, you do an animation of the snake winding around your arm!

Additional snakes that touch you while this happens do not get picked up and instead remain in the map nipping at your heels.

At first when the snake is on your arm, you can't do anything about it (like when you can't do anything while you're in the middle of reloading a gun), but then after that period of maybe 3 seconds, you can do something like shake your mouse around to shake off the snake, or press fire to flick your arm to try to flick the snake off. Or maybe if your mod has secondary fire, you could stab the snake with your other hand, which would make your arm melt and you die.

But normally, you would just shake the snake off and it would fling back into the map and respawn as a monster in the game (like throwing a grenade sort of, and when the grenade lands it turns into a monster). If you don't flick it off soon enough, it kills you.

You could also do dynamic music, instead of the sound of reloading ammo, you could do the sound of snake slithering plus "tension music", like a horror sting of violins like Oh crap this thing is on you.


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 Post subject: Re: Prometheus Movie DOOM 3 Game Mod
PostPosted: Thu Aug 09, 2012 12:52 am 
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Just like in the first Blood game, those hands that would choke you till you die. aah, nice memories.

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 Post subject: Re: Prometheus Movie DOOM 3 Game Mod
PostPosted: Fri Aug 10, 2012 11:18 am 
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Now just a little more detailing and then I can see if it starts....

Image

that would be nice...
---------------------------------------------------------------------------------------

@bludShoT, Thanks I'll look into it, always appreciated!


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 Post subject: Re: Prometheus Movie DOOM 3 Game Mod
PostPosted: Fri Aug 10, 2012 10:42 pm 
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Here's a better more detailed view in from the cargo bay....

Image


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 Post subject: Re: Prometheus Movie DOOM 3 Game Mod
PostPosted: Sat Aug 11, 2012 8:49 am 
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Looks great. :)

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 Post subject: Re: Prometheus Movie DOOM 3 Game Mod
PostPosted: Sat Aug 11, 2012 6:50 pm 
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BloodRayne wrote:
Looks great. :)

Thanks man! and it comes with a 30,000 mile warrenty, low milage, few scratches and a small dent in the rear left fender... good to go :mrgreen:


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 Post subject: Re: Prometheus Movie DOOM 3 Game Mod
PostPosted: Sun Aug 12, 2012 8:15 am 
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Screenshots never do any real justice sometimes so I have a new video of traveling from ship to pyramid via cinematics... preview wip...

http://youtu.be/GteT_MH6NgE


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 Post subject: Re: Prometheus Movie DOOM 3 Game Mod
PostPosted: Sun Aug 12, 2012 8:44 am 
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Very cool as always :P

Somehow the scale of the pyramid and landscape seems quite small in that video. From my recollection of the movie it would be like 4x bigger or something?

Do you have plans for a space suit helmet? Like in the first person shots of that video, it would be very cool if you had a glass helmet on, sort of like how it looks in Metroid Prime. And you could have a bit of reflections on it to make it really look like glass. Heck, you're so good you could probably put breath fog on it when you breath and stuff lol.

Cuz yeah, when I watched the video and the cargo bay door opened I was thinking "why isn't he dying?" ;) (i realize it's wip)


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 Post subject: Re: Prometheus Movie DOOM 3 Game Mod
PostPosted: Sun Aug 12, 2012 5:03 pm 
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I had made an overlay on the hud of a helmet before which is easy to do, what I cannot figure out is how I can toggle a hud overlay display to be on or off. or get a model to bind properly to the player camera view..... yet :wink: if it's possible...

as for scale on the pyramid I had it much larger with 3 pyramids but it wouldn't compile as it was just too much and I had to scale it down to one pyramid and even that takes awhile to calculate, I totally agree it is smaller than it should be, I will see what I can do for that as it's a bit tricky at the moment to get it the proper size and still have distance and height in a huge open environment, d3 doesn't always do large open areas well I understand. and from my trials too I see this.

Image


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 Post subject: Re: Prometheus Movie DOOM 3 Game Mod
PostPosted: Sun Aug 12, 2012 7:31 pm 
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You can bind to the player in the code or in a script, I did it with my Last Stand mod: the holy hand grenade would bind to the player when you detonates it in your hand.

EDIT: what I mean is I don't bind to the player view but to the player entity.

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 Post subject: Re: Prometheus Movie DOOM 3 Game Mod
PostPosted: Sun Aug 12, 2012 8:38 pm 
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There may be some visual tricks you could use?

Does doom3 have portal skies like quake3?

My experience is with Quake3. Seems to me in q3 it would be easy to do a hud glass helmet and toggle it on and off, like, for example when you get a powerup the powerup icon shows on the hud, and you can drop powerups. (So I would just make the glass helmet show instead of a powerup icon) Something like that.


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 Post subject: Re: Prometheus Movie DOOM 3 Game Mod
PostPosted: Sun Aug 12, 2012 8:42 pm 
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I think it won't compile because of AAS.
If there's no monsters in there, just place a big monster clip over it and it should compile just fine.
In fact, monster clip any area that has no monsters, it will greatly increase compile time.
Size is not really an problem in Doom 3, AAS pathing though.. :)

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 Post subject: Re: Prometheus Movie DOOM 3 Game Mod
PostPosted: Sun Aug 12, 2012 9:11 pm 
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BloodRayne wrote:
I think it won't compile because of AAS.
If there's no monsters in there, just place a big monster clip over it and it should compile just fine.
In fact, monster clip any area that has no monsters, it will greatly increase compile time.
Size is not really an problem in Doom 3, AAS pathing though.. :)


so far it's just sheer volume of space with just the player,,it takes longer to compile as it freezes for more than a few moments then completes, when it was larger it would just crash.

BludShoT wrote:
There may be some visual tricks you could use?
Does doom3 have portal skies like quake3?
My experience is with Quake3. Seems to me in q3 it would be easy to do a hud glass helmet and toggle it on and off, like, for example when you get a powerup the powerup icon shows on the hud, and you can drop powerups. (So I would just make the glass helmet show instead of a powerup icon) Something like that.


some have modded portal skies but the ones I've seen don't really work all that great, natively no there are no portal skies in vanilla d3.
I like the powerup idea, something else I was wondering was the 'skin element as I'd like to be able to switch from bare arms to gloves and suit arms.

The Happy Friar wrote:
You can bind to the player in the code or in a script, I did it with my Last Stand mod: the holy hand grenade would bind to the player when you detonates it in your hand.EDIT: what I mean is I don't bind to the player view but to the player entity.

what I've tried so far doesn't work, could you be more specific? I've tried to bindToJoint as well and I get
Code:
Cannot bind to joint 'head' on 'func_mover_1'.  Entity does not support skeletal models.


and when I just bind to info_player_start_1 it doesn't bind it just remains in the air (a helmet model) I've seen a thread on this subject but there were no concrete answers. again I can do a HUD overlay but it would be permanent and not temporary as needed. If I can attach some kind of func_static to the player, I can hide/unhide it no problem, but nothing seems to stick to the player.


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 Post subject: Re: Prometheus Movie DOOM 3 Game Mod
PostPosted: Sun Aug 12, 2012 9:20 pm 
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Clip any area that's unreachable by players/monsters.

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 Post subject: Re: Prometheus Movie DOOM 3 Game Mod
PostPosted: Sun Aug 12, 2012 9:55 pm 
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BloodRayne wrote:
Clip any area that's unreachable by players/monsters.


I did and there isn't any difference... at first I got the dreaded #INF parsed and got rid of that , and even with a confined clip area it still has a longer than normal compile time, it's not that bad so were still ok, and its only a small segment of the overall levels.

no difference...by adding clips on the landscape...


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 Post subject: Re: Prometheus Movie DOOM 3 Game Mod
PostPosted: Mon Aug 13, 2012 12:10 am 
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You'll probably not believe me, but before creating my new hud I tried making it a 'toggleable' hud, which can, indeed, be toggled on or off using the same key. However I found this system a little buggy and with some shortcomings I'll explain later, and decided to make it last a short period of time instead of make it remain there untill toggled. I have no SDK knowledge so I can't figure out how to create a new "onNamedEvent". (onnamedevents are vital here) First, let me show you a quick video (I'm not using this hud in my mod, this is an archived version of it).
http://www.youtube.com/watch?v=mDpb2iUeDNA

When pressing tab it'll appear and remain there infinitely untill toggled off. I did this using some if's, like

if desktop::activated = 0
set desktop::visible 1
set desktop::activated = 1
else
set desktop::visible 0
set desktop::activated = 0

You have to place a 'float activated 0' in the desktop windowdef

It's obvious the desktop is the entire hud, This is not gui syntax but just a simplier version of what I did.
--
Now the problems: You should know that when we have no pda, if we press TAB a message will appear in the screen saying that you have no pda and what not. But in my mod there's NO pda, which means there's no problem for me using this system. When I press TAB, the engine first looks for a PDA, but since I'm not using any, it then calls the tip's "onNamedEvent" and activates the tip window (which displays the no pda text). Basically what I did here was removing the tip window and replacing it with my own animation, so that when pressing tab, (while not having a pda in my inv.) it calls that event, thus calling my custom gui anim. Simple, functional, but VERY limited. Also, notice you won't be able to use tips. Yeah it sucks but that's the way I did it and it works fine for me, because as I said I don't need that in my mod. If you know coding you may create your own events and call them from the hud. Basically you have to know how to use IF's and that's all. Well, hope this helped somehow.

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 Post subject: Re: Prometheus Movie DOOM 3 Game Mod
PostPosted: Mon Aug 13, 2012 2:41 am 
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This is what I used to bind my health powerup to the player in my mod:
Code:
        myhealth = sys.spawn( "item_medkit_holy" );
           myhealth.setOrigin( getOrigin() + forward * 16 );
//           sys.spawn(myhealth);      //spawn a medkit to the player
             $myhealth.bind($owner);
             wait(0.5);
             myhealth.remove();


this is how the SDK binds some some things to the player (never tried doing a custom of this):
Code:
       player = other;
       animator.GetJointTransform( eyesJoint, gameLocal.time, origin, axis );
       origin = renderEntity.origin + origin * renderEntity.axis;
       player->GetPhysics()->SetOrigin( origin );
       player->BindToBody( this, 0, true );

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