Jump to content


  • Content count

  • Joined

  • Last visited

Everything posted by spamclark15

  1. I'm curious if anyone has copies of the 2 DOOM II remixes that Ashley Carr did of Map 7 and Map 18 that were ineligible for the Delta-Q-Delta remix album, as the only copies I can find are on YouTube, as his website that DOOM Wiki links to no longer exists. https://www.youtube.com/watch?v=BHc24t6HPG8 https://www.youtube.com/watch?v=PtMZjgt3nZ4
  2. Cursor Question on Startup

    I'm wondering about the cursor not being hidden when the game is full-screen as would ordinarily be the case for a program. Is this a bug on my end, or is there a setting to adjust this? As soon as the boot sequence starts, the cursor appears centered on-screen, when a game should have captured the mouse. I'm using the PC version of the game for reference.
  3. Cursor Question on Startup

    Thanks. Yeah, when the game starts up in what should be fullscreen, the cursor is not immediately grabbed/hidden as a fullscreen game would do on startup, so maybe it's misconfigured.
  4. Some Doom 3 mapping info

    I was going to go through existing maps and replace the textures with more suitable ones, and it would be easier I think if I could go through in-game and select them and change the path to another material or just change the color. I know the lights have RGB parameters passed to them that define their color, and I'm not sure how to change them in radiant or in-game.
  5. Some Doom 3 mapping info

    2 quick mapping questions: how do I set the color of a light texture (not the light itself but the texture for a light stuck on a surface?) Also, is there a way to do this outside radiant (running around in-game)?
  6. Material Question

    Dealing with materials, I'm trying to rewrite the gui/hell/stamina material to scroll only a single TGA but getting it to do 3 things simultaneously, that is, scroll, have translucency, and exist within the box for stamina is proving to be difficult. Currently I have it written: gui/hell/stamina { { blend blend map guis/assets/hud/mp/lstafill2.tga // colored } { maskcolor map guis/assets/hud/mp/lstafill2.tga scroll time * -1, 0 // colored } This reuses the top part of the original code where lstafill2.tga has an alpha channel the shape of the stamina bar. Since I don't want all the effects that the original material had which combined more than one image together, this has been a challenging material to figure out so I'm sort of lost at this point.
  7. Billboarding Sprite Question

    I'm replacing the wheels on the tablecart but trying to use deform sprite to get the 2D image of the wheels I'm not understanding. If I write it like this: models/mapobjects/tablecart1ball { deform sprite bumpmap addnormals(models/mapobjects/lab/labcart_wheel/poppawheely_local.tga, heightmap(models/mapobjects/lab/labcart_wheel/poppawheely_h.tga, 4 ) ) specularmap models/mapobjects/lab/labcart_wheel/poppawheely_s.tga { map models/mapobjects/lab/labcart_wheel/poppawheely_d.tga blend diffusemap alphatest .9 } } The result is wheels that show up totally black in-game. If there's some limitation to deform sprite, I rewrote it to just: models/mapobjects/tablecart1ball { deform sprite { blend blend map models/mapobjects/lab/labcart_wheel/poppawheely_d.tga } } With this, it appears the same brightness no matter what. Does anyone know what is wrong with the first material that causes it to draw black or why the second ignores the light in the room?
  8. I've encoded a new video to replace the ROQ played in place of the current one on hellhole, but the way that the current video is tied to rescue.gui and the hellhole.map has me lost. All the stuff the GUI adds is nothing I want on the replacement, which I would like played as-is and at the new length that is longer than rescue.roq. Trying to write a new GUI for the new video and swap the GUI name in the map results in the game saying the GUI ended unexpectedly. I could use some help with this replacement.
  9. Replacing a video in vanilla DOOM 3

    Alright I figured it out. I had to write a new GUI for it, make a new material for it, make changes to hellhole.map changing to the new GUI, and altering the delay on one of the triggers from 36.5 to fit the length of the new video (in case anyone else ever tries this). I replaced it because I play with the marine wearing his helmet and I wanted the outro in the game to reflect that.
  10. Question About D3BFG Maps

    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.
  11. Question About D3BFG Maps

    As far as I know it largely just reuses content from the base game and ROE.
  12. Question About D3BFG Maps

    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.
  13. All Full Weapon HUD Sprites

    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?
  14. 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?
  15. Disabling player casting shadow on weapon viewmesh

    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.
  16. Light material question

    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?
  17. Light material question

    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?
  18. Light material question

    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.
  19. 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
  20. Replacing rocket launcher worldmesh with one from LWO?

    I can import and export from Blender. It's the rest of the process.
  21. How To Edit HUD Graphics?

    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?
  22. How To Edit HUD Graphics?

    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.
  23. 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.
  24. Changing door behavior to ignore corpses

    If you could walk me through 1, then I could go through and do the rest.
  25. Changing door behavior to ignore corpses

    That would be another possibility, having a ragdoll that's blocking get gibbed.