spamclark15

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Everything posted by spamclark15

  1. 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.
  2. 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)?
  3. 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.
  4. 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?
  5. 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.
  6. 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.
  7. As far as I know it largely just reuses content from the base game and ROE.
  8. 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.
  9. 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.
  10. 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?
  11. 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.
  12. 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?
  13. 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?
  14. 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?
  15. 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.
  16. I can import and export from Blender. It's the rest of the process.
  17. 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
  18. 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?
  19. 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.
  20. If you could walk me through 1, then I could go through and do the rest.
  21. 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.
  22. That would be another possibility, having a ragdoll that's blocking get gibbed.
  23. Thanks for the help. I've messed with def files before but not skins or materials.
  24. 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.)
  25. 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.