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GodOfGaming

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About GodOfGaming

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    Warming Up
  1. GodOfGaming

    Doom 3 HD textures problems

    ok, as it turns out, there's updated parallax files for sikkmod, the file is sikkmod_v1.2-D3_glprogs_fix.rar, but all links to it seem to be dead... P.S. welp, managed to dig it out, but it did not fix the problem
  2. GodOfGaming

    Doom 3 HD textures problems

    general_207, you're right, it is indeed the POM. In fact I tested all other parallax versions provided with sikkmod just now, and POM, Relief, and Steep Parallax all cause this problem, only the standard Parallax and Parallax with offset limiting seem to work fine, but don't look nearly as good. Is this some sort of incompatibility with my PC, or everyone is having this problem?
  3. GodOfGaming

    Doom 3 HD textures problems

    No, I'm using a desktop PC, the integrated graphics card is fully disabled, so I'm using an AMD HD7950. I've renamed the doom3.exe to avoid the catalyst AI problem. Do you mean that you've played trough the game with the same mods and did not have this problem?
  4. GodOfGaming

    Doom 3 HD textures problems

    Hello, I've modded Doom 3 with sikkmod 1.2, monoxead HR textures, wulfen texture pack 2.0, and the POM textures provided with sikkmod, and game looks great for the most part, but at some places textures are completely fucked up, for example in the place where you first fight the mancubi, here's a pic: The same thing is happening in outside Mars terrain. Is there any way to fix this?
  5. GodOfGaming

    Alpha Shotgun Mod?

    No, that vid is not mine, I don't know who made it. BTW I started playing with the alpha shotgun just now, I was too tired of Doom 3 to try it out for a while now, but I felt like playing it again now. It has turned out much better than I hoped for, thanks Arl! Here's a small vid I frapsed just now to demonstrate the shotgun and some other addons to my friends: https://www.youtube.com/watch?v=imfXM8xhHpM
  6. GodOfGaming

    Alpha Shotgun Mod?

    Wow, you managed to fix the problems that I had, good job guys! I will eventually try to create a high-poly model, but for now I'll play with this :)
  7. GodOfGaming

    Alpha Shotgun Mod?

    Ok guys, let's do this! I'm gonna explain what I did. If you open up the default Doom 3 shotgun's mesh file (viewshotgun.md5mesh) in a text editor (I use notepad++) and also the alpha shotgun's mesh file (idle.md5mesh) and compare them, you'll see that the skeleton structure is pretty different, but the meshes are kind of similar. What I'm doing here is taking just the mesh of the alpha shotgun, and weighting it (by hand) to the final shotgun's skeleton, also using the final shotgun's hands, muzzle flash, etc. The Doom 3's shotgun's mesh data starts at line 3210 with:mesh { // meshes: shotgun2loadermesh, shotgun2hatchmesh, shotgun2triggermesh, shotgun2bodymesh, shotgun2thingymesh shader "models/weapons/shotgun/shotgun2" numverts 521 vert 0 ( 0.1032430008 0.4571369886 ) 0 1 vert 1 ( 0.0898780003 0.4742140174 ) 1 1 vert 2 ( 0.2645879984 0.4747689962 ) 2 1 vert 3 ( 0.3052049875 0.4593909979 ) 3 1 ..................... The alpha shotty's mesh data starts at line 3495 with:mesh 3 { shader "P:/Doom/base/models/weapons/shotgun/shotgun.tga" numverts 525 vert 0 0.419237 0.994942 0 1 vert 1 0.403058 0.945494 1 1 vert 2 0.376357 0.951637 2 1 vert 3 0.445938 0.988799 3 1 ...................... First we have some data about the textures used, which in the final shotgun have a "2" added to the name. I just wanna use the original alpha shotty textures without editing them at all, so let's start by making a copy of the final shotty's viewmodel.md5mesh and edit shader "models/weapons/shotgun/shotgun2" to shader "models/weapons/shotgun/shotgun" We then have data about the verticles of the mesh, and the structure as you can see is pretty similar, it's just that in MD5 version 10 you have some brackets, which are easy enough to add. So we copy the vert data into our new file, adding brackets, as such: mesh { // meshes: shotgun2loadermesh, shotgun2hatchmesh, shotgun2triggermesh, shotgun2bodymesh, shotgun2thingymesh shader "models/weapons/shotgun/shotgun" numverts 525 vert 0 ( 0.419237 0.994942 ) 0 1 vert 1 ( 0.403058 0.945494 ) 1 1 vert 2 ( 0.376357 0.951637 ) 2 1 vert 3 ( 0.445938 0.988799 ) 3 1 .................... Repeat this for all 524 verts. Now we have some data about the triangles formed by those vertices. The structure is unchanged between md5 ver 6 and md5 ver 10, so we just copy them as they are: mesh { numtris 726 tri 0 2 1 0 tri 1 1 3 0 tri 2 5 4 2 tri 3 4 1 2 ............. Now this is the hard part. The final thing we need to do is convert the weights. The final shotty's weight structure is as such: numweights 460 weight 0 45 1 ( -1.1618540287 1.8253916502 -2.5651056767 ) weight 1 45 1 ( -1.3241766691 1.4282286167 -2.8228754997 ) weight 2 45 1 ( -1.3562994003 1.4366424084 0.5623182654 ) weight 3 45 1 ( -1.538304925 1.7790647745 1.3458048105 ) ....................... The number, in this case 45, after the weight number, points to the bone of the skeleton this weight is weighted to. In the alpha shotty's file we have: numweights 387 weight 0 7 1.000000 -0.161570 0.152631 -0.575566 weight 1 7 1.000000 0.161570 -0.361041 0.002314 weight 2 7 1.000000 -0.161570 -0.361041 0.002314 weight 3 7 1.000000 0.161570 0.152631 -0.575566 ................................. The structure is again similar, we need to change that 1.000000 to a integer 1, and put some brackets, as such: numweights 387 weight 0 46 1 ( -0.161570 0.152631 -0.575566 ) weight 1 46 1 ( 0.161570 -0.361041 0.002314 ) weight 2 46 1 ( -0.161570 -0.361041 0.002314 ) weight 3 46 1 ( 0.161570 0.152631 -0.575566 ) .......................... The hard part is in finding which bone number to add. There is skeleton information with bone numbers in the top area of the file, so we have to cross-reference the 2 files, and do a bit of guessing. In this case, bone number 7 of the alpha shotty refers to the trigger bone. In the alpha shotty it's pretty clearly defined as: bone 7 { name "trigger" bindpos 3.766150 10.143418 -8.745363 bindmat 0.990420 -0.120908 -0.066710 0.071636 0.036860 0.996750 -0.118056 -0.991979 0.045168 parent "body" } In the final shotty's file it's a bit more of a mess though. Here's what we have:joints { "origin" -1 ( 0 0 0 ) ( 0 0 0 ) // "Luparm" 0 ( 0.4833493233 5.7511296272 -9.0378808975 ) ( 0.9081454873 0.3498200774 -0.144503355 ) // origin "Lloarm" 1 ( 7.2806649208 1.6676592827 -12.973526001 ) ( -0.0590322353 0.2909387052 0.8984508514 ) // Luparm "Lhand" 2 ( 12.3728561401 -3.0698595047 -8.4780578613 ) ( 0.0763709918 0.478425324 0.581056416 ) // Lloarm "Lindex_base" 3 ( 16.150226593 -4.7425680161 -9.0065507889 ) ( -0.5856987238 -0.4627053142 0.6216347814 ) // Lhand "Linkdex_mid" 4 ( 17.047876358 -5.2961034775 -8.6948957443 ) ( -0.6909412146 -0.274851203 0.5410302281 ) // Lindex_base "Lindex_tip" 5 ( 17.6754875183 -5.683578968 -7.8493061066 ) ( 0.5153698921 0.425893575 0.7064723372 ) // Linkdex_mid "LI" 6 ( 17.9837760925 -5.9791502953 -7.0266103745 ) ( -0.0160105079 0.6416182518 -0.3646076024 ) // Lindex_tip "Llothumb" 3 ( 13.7150249481 -2.5654306412 -7.7432045937 ) ( -0.50970608 -0.6824348569 0.3554845154 ) // Lhand "Lthumb_base" 8 ( 14.8900489807 -2.9082701206 -7.1972894669 ) ( -0.6056233048 -0.689471066 0.3253226578 ) // Llothumb "Lthumb_tip" 9 ( 15.9811010361 -3.1785695553 -6.665561676 ) ( 0.2044269741 0.2934559882 0.6186554432 ) // Lthumb_base "LT" 10 ( 17.0730247498 -3.5310857296 -6.1192808151 ) ( -0.0760235563 -0.4030703902 0.8790169358 ) // Lthumb_tip "Lmiddle_base" 3 ( 15.4484920502 -5.2113866806 -9.1504154205 ) ( -0.6302651167 -0.4068917334 0.6281057596 ) // Lhand "Lmiddle_mid" 12 ( 16.6324157715 -6.1513743401 -8.744884491 ) ( -0.7275019288 -0.173170954 0.5364482999 ) // Lmiddle_base "Lmiddle_tip" 13 ( 17.0850162506 -6.7068061829 -7.8768839836 ) ( 0.5479424 0.4130866528 0.7188144326 ) // Lmiddle_mid "LM" 14 ( 17.4486026764 -7.125038147 -6.7791156769 ) ( 0.102818042 0.6394601464 -0.3245222867 ) // Lmiddle_tip "Lpinky_base" 3 ( 14.4077243805 -6.7647986412 -8.8468084335 ) ( -0.6241989136 -0.3901802301 0.6318556666 ) // Lhand "Lpinky_mid" 16 ( 14.8070068359 -7.3026685715 -8.6946725845 ) ( -0.645483613 -0.2603185773 0.7071897984 ) // Lpinky_base "Lpinky_tip" 17 ( 15.0376338959 -7.7435803413 -8.1241779327 ) ( 0.7199357152 0.1250852197 0.6336508393 ) // Lpinky_mid "LP" 18 ( 15.3646745682 -8.1007432938 -7.4334173203 ) ( 0.2610396743 0.5585240722 -0.5533664823 ) // Lpinky_tip "Lring_base" 3 ( 14.9045257568 -5.8860750198 -9.3074493408 ) ( -0.6394466758 -0.3763082027 0.6468923688 ) // Lhand "Lring_mid" 20 ( 15.7196474075 -6.8555617332 -8.9111881256 ) ( -0.7254487872 -0.1432763487 0.5647428036 ) // Lring_base "Lring_tiip" 21 ( 16.2235984802 -7.3526673317 -8.1220016479 ) ( 0.5645759106 0.3668998778 0.7252514958 ) // Lring_mid "LR" 22 ( 16.5637626648 -7.7952003479 -7.1330022812 ) ( 0.0645155534 0.6355726719 -0.2869772315 ) // Lring_tiip "shell" 3 ( -6.2707862854 -3.9127318859 -17.100025177 ) ( -0.4763432145 0.4775516987 0.5630401969 ) // Lhand "Rloarm" 0 ( -7.5900211334 -6.6589999199 -6.7884960175 ) ( 0.5247763991 0.5635455251 0.3549961448 ) // origin "Rhand" 25 ( -0.4985799789 -5.145304203 -7.5785927773 ) ( -0.6043027639 -0.5303581953 0.2742325664 ) // Rloarm "Rfings1" 26 ( 1.8496937752 -5.1396722794 -7.3755803108 ) ( -0.0094320262 0.6949309707 0.1434427649 ) // Rhand "Rfings2" 27 ( 2.1104314327 -3.8172588348 -7.0822367668 ) ( -0.2022499889 0.6862661839 -0.1676591784 ) // Rfings1 "Rfings3" 28 ( 1.6958292723 -3.1096203327 -7.0459222794 ) ( -0.4484608471 0.5684294701 -0.4241105318 ) // Rfings2 "Rfings4" 29 ( 0.5986104012 -3.0831234455 -7.0436177254 ) ( -0.3770252466 -0.6146700382 0.3456977606 ) // Rfings3 "Rindex" 26 ( 2.1099567413 -5.007291317 -5.8850240707 ) ( 0.2899479568 0.578058064 0.4233001173 ) // Rhand "Rindex1" 31 ( 3.3214888573 -4.4572753906 -5.7586479187 ) ( -0.2634427547 -0.6802030206 0.1538700908 ) // Rindex "Rindex2" 32 ( 3.6566333771 -3.7334990501 -5.6334171295 ) ( -0.1940689534 0.7109459043 -0.0916132778 ) // Rindex1 "Rindex3" 33 ( 3.344804287 -2.9328768253 -5.535378933 ) ( -0.5668188334 -0.4192173183 -0.5053073168 ) // Rindex2 "Rthumb1" 26 ( -0.3717519045 -4.487651825 -6.2595863342 ) ( -0.1106308028 -0.3452607095 0.1986611933 ) // Rhand "Rthumb2" 35 ( -0.2627551556 -3.2765741348 -5.5833754539 ) ( 0.3737838566 0.8790434003 0.2297670096 ) // Rthumb1 "Rthumb3" 36 ( 0.6325426102 -2.8694131374 -5.5655493736 ) ( -0.3976115882 -0.1093833297 0.4031422436 ) // Rthumb2 "Rthumb4" 37 ( 1.4502311945 -2.9615726471 -5.6329612732 ) ( -0.4975103438 -0.0576442443 0.4137215316 ) // Rthumb3 "body" 26 ( 1.1294283867 -3.5466656685 -6.2687735558 ) ( -0.4847298861 0.4595376551 0.5807026029 ) // Rhand "barrel" 39 ( 24.3521671295 -5.8415298462 -5.6125850677 ) ( -0.7328779697 -0.0302119888 0.0089676399 ) // body "bottomhatch" 39 ( 7.2126793861 -4.1016025543 -6.775352478 ) ( -0.4847298861 0.4595376551 0.5807026029 ) // body "eject" 39 ( 8.8610668182 -3.1246507168 -4.5294680595 ) ( -0.0437424332 -0.7325106263 -0.0071747582 ) // body "flash" 39 ( 27.2414665222 -1.9965937138 -2.5861241817 ) ( -0.7328779697 -0.0302120335 0.0089676017 ) // body "thingy" 39 ( 7.5711240768 -2.9426212311 -4.5114688873 ) ( -0.7328779697 -0.0302120335 0.0089676017 ) // body "toob" 39 ( 16.3328342438 -4.9797677994 -6.6996021271 ) ( -0.4847298861 0.4595376551 0.5807026029 ) // body "trigger" 39 ( 3.6178686619 -3.9214844704 -5.3162083626 ) ( -0.4847298861 0.4595376551 0.5807026029 ) // body } There are some numbers after the bones that you might first guess are the bone numbers, but they're not. They're not actually shown anywhere, you have to manually count all the bones, starting with 0 for the origin bone. Doing so, the trigger, which is the last bone in the final skeleton, is number 46. So I replaced the "7" with "46" as you just saw above. This is how I did the conversion. And now that I explained it, you should be able to do it too. The problem with the empty shell release door thingy is that I can't find an equivalent bone in the final mesh's skeleton to attach it to. I tried attaching it to a few that I thought it would work, including the body's bone, but the result was, as you saw, them sticking out on the side in an ugly fashion. I hope you'll be able to find a way around that. I just removed them altogether.
  8. GodOfGaming

    Alpha Shotgun Mod?

    I'd like to have the shell eject port intact even if it's not animated too, it looks pretty ugly without it, but it's not as simple as it sounds. The shell eject port is made up from 2 parts, and these 2 parts have their own bones in the original skeleton, and those bones are missing in the final skeleton. I tried attaching them to different bones, but the 2 parts ended up sticking out of the gun in various different places. Here's how it looked when I tried to attach them to the shotty body's main bone: you can see them sticking out below the place where they should be. I'm not even sure if they're scaled correctly :D Someone will need to open this in external modeling software and reposition them into place. I tried doing it in 3ds max real quick, but I only ended up breaking it even more, so I gave up. I can't share it right now, my system drive died recently so my desktop PC is unusable, give me a few days to buy a new system drive. The files are safe on the storage drive. I only bothered fixing the 1st person view model, haven't touched the 3rd person / world model, though I could try, if you guys help me out to finish it properly.
  9. GodOfGaming

    Alpha Shotgun Mod?

    it could probably be improved further by exporting it to a modeling program like 3ds and fiddling around with it there, but seeing how low-poly model it is (most of the detail is in the textures) not sure if it's worth it, I might try to instead make a high-poly remake from scratch in the future when I'm not feeling lazy.
  10. GodOfGaming

    Alpha Shotgun Mod?

    I kind of managed to get it working, though it's not perfect. While the file format is very different, it's still saved in plain text. I couldn't do anything about the animations, they were too different, but the mesh code was fairly similar, so I went ahead and replaced it onto the final D3 shotgun's skeleton and animations. The end result is not perfect because the final shotty skeleton doesn't have bones for the shell eject thingy, so it ended up missing. Anyways, here's some screenies of the result:
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