spamclark15

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About spamclark15

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  1. 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?
  2. 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.
  3. 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?
  4. If you could walk me through 1, then I could go through and do the rest.
  5. That would be another possibility, having a ragdoll that's blocking get gibbed.
  6. Thanks for the help. I've messed with def files before but not skins or materials.
  7. There seems like 2 ways this can go: either movers ignore dead bodies (how does it check this though?), or bodies are set to not be solid to a mover. The latter sounds simpler to do. For the player as an example, a living enemy is solid so you can't walk through them, but a dead enemy is not solid so you walk right through the body, but it isn't non-solid for everything or things like bullets would not have an effect on the bodies. Somewhere in the D3SDK is code that determines for a mover if an obstruction is solid or not and either reverses direction if it is solid and finishes if it is not. I can't simply have movers treat everything as non-solid as then they would clip right through living enemies and the player potentially standing in a mover path. Any help on this, even the area I need to look at, would be helpful, as the solution is large and I'm hoping someone knows it better than I do (which is a slow learning process.)
  8. It started in scope to try and pull as much of the alpha into the game as possible but it has gone beyond that to making lots of small improvements and fixes.
  9. So DOOM 3 has been out for a long time now and keeping all the bodies around doesn't have any real effect on performance and changing the spawn behavior on the hellhole map remedied a game-breaking bug for monsters that now don't disappear. What I'm wondering is if anyone knows the behavior of movers like doors and elevators to simply ignore corpses as the game as-is will allow corpses to obstruct the movement of doors and lifts even though they aren't clipped against the player. I've gotten replies to the effect of reverting the monster corpse behavior which is not what I want to do but rather to fix the remaining bug involving corpses. I have the code for 1.3.1 so I can make changes to the game DLL to alter mover behavior but finding documentation is difficult with the age of the game and some have written excellent mods that use DOOM 3 as a base so someone out there can point me in the right direction hopefully.
  10. One other question I have: I'm looking at fists_view, and I'm wondering if I can modify the md5anim files for the fists to hide the right hand in the idle/lower/raise animations? I open them up in notepad but each frame lists lines of numbers and what is listed under each frame doesn't seem to match up to bones or anything. I'm unsure what to change. Like here's an example, the entirety of lower.md5anim: MD5Version 10 commandline "anim models/weapons/berserk/cycles/punch2.mb -dest models/md5/weapons/fists_view/lower.md5anim -game Doom -prefix FIST_ -range 213 218 -rotate 180" numFrames 6 numJoints 25 frameRate 24 numAnimatedComponents 22 hierarchy { "origin" -1 0 0 // "Luparm" 0 56 0 // origin ( Qx Qy Qz ) "Lbicep" 1 4 3 // Luparm ( Tz ) "Lloarm" 1 56 4 // Luparm ( Qx Qy Qz ) "Lforearm" 3 16 7 // Lloarm ( Qy ) "Lhand" 4 56 8 // Lforearm ( Qx Qy Qz ) "Lfings1" 5 0 0 // Lhand "Lfings2" 6 0 0 // Lfings1 "Lfings3" 7 0 0 // Lfings2 "Lthumb1" 5 0 0 // Lhand "Lthumb2" 9 0 0 // Lthumb1 "Lthumb3" 10 0 0 // Lthumb2 "Ltricep" 1 0 0 // Luparm "Ruparm" 0 56 11 // origin ( Qx Qy Qz ) "Rbicep" 13 4 14 // Ruparm ( Tz ) "Rloarm" 13 56 15 // Ruparm ( Qx Qy Qz ) "Rforearm" 15 16 18 // Rloarm ( Qy ) "Rhand" 16 56 19 // Rforearm ( Qx Qy Qz ) "Rfings1" 17 0 0 // Rhand "Rfings2" 18 0 0 // Rfings1 "Rfings3" 19 0 0 // Rfings2 "Rthumb1" 17 0 0 // Rhand "Rthumb2" 21 0 0 // Rthumb1 "Rthumb3" 22 0 0 // Rthumb2 "Rtricep" 13 0 0 // Ruparm } bounds { ( 1.8124507666 -11.6014728546 -9.4234333038 ) ( 16.2896652222 10.3028345108 4.894382 ) ( 1.7064249516 -11.5762939453 -9.7752389908 ) ( 16.365020752 10.3197183609 4.4391493797 ) ( 1.4120352268 -11.512550354 -10.7148504257 ) ( 16.7703132629 10.3687801361 3.0592684746 ) ( 1.0163075924 -11.4304437637 -11.9017543793 ) ( 17.156993866 10.4443006516 0.6627892256 ) ( 0.706169188 -11.3383522034 -12.8489656448 ) ( 16.7362270355 10.5285682678 -2.3103997707 ) ( -0.1066038758 -11.2243242264 -14.2935142517 ) ( 15.0616903305 10.5494279861 -1.8293011189 ) } baseframe { ( 0 0 0 ) ( 0 0 0 ) ( 5.2168836594 5.6133828163 -3.2529821396 ) ( 0.5848109126 0.7467522621 -0.0993180424 ) ( 0.0802682266 3.6343734264 -3.7571732998 ) ( 0.5372096896 -0.4578344524 0.5413687229 ) ( 0.0000006559 8.0087299347 -0.0000006448 ) ( 0.8117422462 -0.0025098599 0.0077868858 ) ( -0.0000003029 4.3024120331 0.0000005128 ) ( 0.0000000033 -0.0051124147 0.000000001 ) ( 0.0000000466 4.2830739021 0.0000001385 ) ( 0.0889175311 -0.992361784 0.0808521062 ) ( 0.0000000235 4.0668811798 -0.0000005225 ) ( 0.0802691728 0.085963659 0.7258276343 ) ( 0.0000000467 1.3025029898 0.000000016 ) ( 0.0939767137 -0.0722124055 0.6050059795 ) ( -0.0000000046 0.906000793 0.0000003332 ) ( -0.5295200348 -0.4811041057 -0.468624115 ) ( 0.5254746079 0.8267861009 0.9530121088 ) ( -0.3549037874 0.1240241304 0.1782548875 ) ( 0.0000001619 1.8491481543 0.0000005354 ) ( 0.3617532551 0.0625235364 0.0899373442 ) ( 0.000000412 1.4518694878 0.0000006079 ) ( 0.4445787072 0.5350048542 -0.5294063687 ) ( 0.0611053444 4.2880244255 2.4716222286 ) ( 0.5365470648 -0.4586108029 0.540707469 ) ( 3.4248015881 -8.1378631592 -3.096842289 ) ( -0.6354973316 -0.6605870128 0.3988421559 ) ( -0.0198689494 3.7489886284 -3.0681445599 ) ( 0.53720963 -0.457834363 0.5413687825 ) ( 0.0779162273 8.0083456039 0.0002810366 ) ( 0.0012194347 -0.6687734723 0.7434651256 ) ( -0.000000357 4.3024120331 0.0000004155 ) ( 0.0000000022 -0.0064131869 0.0000000256 ) ( 0.0000002263 4.2830696106 0.0000002439 ) ( -0.1142737567 0.0707940906 0.0774698779 ) ( 0.0000002071 4.066927433 -0.0000005279 ) ( 0.0802662298 -0.0859648213 -0.7258450389 ) ( -0.0000001421 1.3025137186 0.0000001771 ) ( 0.0939758867 0.0722080767 -0.6049870849 ) ( 0.0000000521 0.9060287476 -0.0000003603 ) ( -0.4686224461 -0.5182090402 -0.5295183659 ) ( -0.5254750252 0.8267846704 0.9530156851 ) ( -0.3549047709 -0.1240246743 -0.1782561094 ) ( 0.0000002769 1.8491462469 -0.0000006762 ) ( 0.3617548048 -0.0625173301 -0.0899286345 ) ( -0.0000003492 1.4518959522 0.0000008252 ) ( 0.7636965513 0.1747966409 0.0038561223 ) ( -0.0388386995 4.3869228363 3.07654953 ) ( 0.5365469456 -0.4586107135 0.5407075286 ) } frame 0 { 0.5848109126 0.7467522621 -0.0993180424 -3.7571732998 0.8117422462 -0.0025098599 0.0077868858 -0.0051124147 0.0889175311 -0.992361784 0.0808521062 -0.6354973316 -0.6605870128 0.3988421559 -3.0681445599 0.0012194347 -0.6687734723 0.7434651256 -0.0064131869 -0.1142737567 0.0707940906 0.0774698779 } frame 1 { 0.5800979137 0.7385556102 -0.1205990613 -3.8134317398 0.823145628 -0.0027163918 0.0078891376 -0.0214514881 0.091171667 -0.9926301837 0.0635243133 -0.6229223609 -0.6666770577 0.4092755914 -3.0717644691 0.0012328146 -0.667495966 0.7446123362 0.0142547414 -0.0931149572 0.0462822095 0.0689512789 } frame 2 { 0.5622370839 0.7106801867 -0.1797138751 -3.9529073238 0.8501304388 -0.003252256 0.0081208441 -0.0567201078 0.0966398641 -0.9906659126 0.0260347463 0.586111486 0.6760036349 -0.4417015314 -3.0803143978 0.001264347 -0.6644634604 0.7473196387 0.065273568 -0.0420823209 -0.014690686 0.0476642363 } frame 3 { 0.5215007067 0.6511520743 -0.2679406106 -4.1095762253 0.8782048821 -0.0038944762 0.0083415303 -0.0822086558 0.0989673063 -0.9874735475 -0.0006533245 0.5243392587 0.6723422408 -0.4944697022 -3.0802755356 0.0012642188 -0.6644772887 0.7473073602 0.1248367727 0.0151814381 -0.0871842355 0.0198773481 } frame 4 { 0.4530900419 0.5477072001 -0.3640262783 -4.113421917 0.8904320002 -0.0042076511 0.0084287971 -0.0703517571 0.0891492888 -0.9905311465 0.0134545146 0.4416036904 0.6440292001 -0.5525633693 -3.0366592407 0.0011035351 -0.6797339916 0.7334578633 0.1724901795 0.0578409731 -0.1493697912 -0.0094473083 } frame 5 { 0.3826587796 0.4205802083 -0.4346467257 -4.06752491 0.8709064722 -0.0037179252 0.008286627 -0.0228964277 0.0754575729 -0.994186759 0.0648088381 0.3570544422 0.5939544439 -0.593380928 -2.9057154655 0.0006239398 -0.7226988673 0.691162765 0.2031027377 0.0813333467 -0.1980744451 -0.0391699784 }
  11. I'm working to incorporate all of my changes, the ones we did before, sound changes, and so on into an "alpha mod", not trying to exactly recreate the alpha, (which actually is in the final game map-wise with rooms in different maps, the big exception being the view of Mars City outside, which is not in the game at all), but to infuse the final game with elements of the alpha to enhance the experience. In the alpha, both types of commando are the same size, but for the final game they scaled the chaingun-wielding one down to maybe 75% and that's one of the changes that's been on my to-do list is to make them the same size again, and recently I've gotten more interested in continuing working on it, and you did an excellent job with the alpha shotgun so I feel like you're the person to go to in order to make this change.
  12. I can't remember if I mentioned before, but I was trying to scale one of the commandos so that they are the same height like they were originally in the alpha (either scaling up the chaingun commando or scaling down the tentacle commando). Would this be a difficult task for you?
  13. Remember we were replacing all the cinematics in the game with the marine wearing his helmet and wielding the alpha shotgun when applicable?
  14. Could I get the edited animations for the cinematics I mentioned a long time ago?
  15. It came out perfectly. It's animated and everything. I'm still kind of shocked it was accomplished.