spamclark15

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About spamclark15

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  1. As far as I know it largely just reuses content from the base game and ROE.
  2. Extracting out the RESOURCES file for it, they do look to be text formats, but they're laid out differently from what vanilla DOOM 3 has. For example, I'm not sure where the CM and PROC files are that belong with each map.
  3. I've been looking through Google trying to find a sprite sheet of all of the full sprites for the HUD weapons but I haven't been successful. The sheets I keep finding have the sprites cropped off, sometimes even moreso than the final game, discarding what happens to be below the screen, but pre-release versions of DOOM had the full uncropped sprites for all of the weapons. Would anyone happen to have these?
  4. Is it possible once the files are extracted out of a RESOURCES file to use the maps in normal DOOM 3? Perhaps someone already tried to do this, but le_hell and le_hell_post of the Lost Mission would be neat to play in normal DOOM 3.
  5. It's definitely the player shadow being cast on the plasmagun viewmesh, but no other weapon has this behavior. I've noticed that on, say, a dead monster corpse, the plasma gun will cast a shadow on them but the other weapons won't, so there is something different about the plasma gun but I can't seem to find it.
  6. I do have another question: The soulcube viewmesh has a light on the front of it... Where is that light defined so I can make changes to it?
  7. I figured it out. It was an issue with how the images were being blended. Replacing blend add with blend blend prevents the green from being transparent to varying degrees on top of the red.
  8. I've changed the color of the lights on doors for locked/unlocked but I'm noticing that, while the red image appears correctly, the green image seems to be a combination of both the "locked" and "unlocked" images. Looking through the material files, I found textures/base_door/doorlight { //noShadows qer_editorimage textures/base_door/doorlight_red.tga bumpmap textures/base_door/doorlight_local.tga diffusemap textures/base_door/doorlight_red.tga { if ( parm7 == 0 ) blend add map textures/base_door/doorlight_red.tga colored } { if ( parm7 == 1 ) blend add map textures/base_door/doorlight_grn.tga colored } } textures/base_door/doorlight_red_to_green { qer_editorimage textures/base_door/doorlight_red.tga bumpmap textures/base_door/doorlight_local.tga diffusemap textures/base_door/doorlight_red.tga { if ( parm7 == 1 ) blend add map textures/base_door/doorlight_red.tga rgb 5 } { if ( parm7 == 0 ) blend add map textures/base_door/doorlight_grn.tga rgb 5 } } textures/base_door/doorlight_grn { //noShadows qer_editorimage textures/base_door/doorlight_grn.tga bumpmap textures/base_door/doorlight_local.tga diffusemap textures/base_door/doorlight_grn.tga { blend add map textures/base_door/doorlight_grn.tga colored } } Does anyone know enough about the material files who knows what needs changed to get green to appear fully opaque rather than a mixture?
  9. I can import and export from Blender. It's the rest of the process.
  10. There is a mod I added to the game that changes the rocket launcher mesh and comes with the changed viewmesh and the lwo for the pickup, but doesn't include a worldmesh to appear in the hands of the player in 3rd person. I've done a tiny little bit using Blender 2.49 that can import and export the MD5 mesh/anim but I haven't swapped out part of a mesh before, particularly while leaving the bones intact. Since the animation would be identical along with the bones (I'm pretty sure the worldmesh only has 1 animation with a single frame as a file for the articulated figure anyway), the only real change needed is of the visible mesh. I'm wondering if anyone could coach me through doing this or assist in some way as I have not done this before? I've included a 7zip file with the worldmesh and the LWO. Thanks. RL.7z
  11. Basically, I adjusted the position of the plasmagun viewmesh and sometimes the player casts shadows on the gun. I'm wondering how to disable this for this viewmesh?
  12. It's alright, I figured it out, the part of interest in these TGAs is stored as the alpha channel but Photoshop for whatever reason doesn't make this obvious. A good laugh is just as good if not better. As soon as I saw WAD I had to smile. Thanks guys.
  13. I've been trying to figure out how to edit the graphics that are used when you pick up an item that is added to your inventory. In game you can see an icon, but if you open the file in Photoshop or Paint Shop Pro, it appears as a white square. How do I view what the game is seeing in these files?
  14. If you could walk me through 1, then I could go through and do the rest.
  15. That would be another possibility, having a ragdoll that's blocking get gibbed.