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About BNA!

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  1. BNA!

    How to do a mod?

    Wait for the SDK - should be out soon.
  2. BNA!

    Doom3 edit for noobs..?

    Thanks for the compliment, we're trying our best, yet we're a bit flooded atm. For newbies - always check the sticky posts in the sections, most common questions are answered there and the avilable tutorials are nicely listed.
  3. BNA!

    how do you get things to move the way you want them to.

    I hate to just post an outside link instead of a good answer, but you may want to read up on scripting: http://www.doom3world.org/phpbb2/viewforum.php?f=4
  4. BNA!

    Custom Models

    You need to reference to a working material shader in the //BITMAP.. path of your model. Any weird submsmoothing whatever meshes or groupls in Max? I'm not a max user, but Doom3 doesn't accept all the fancy parameters from 3D apps included in game models.
  5. BNA!

    Confused about some textures

    These are empty material shaders left over from the development process. Don't mind them, don't use them :)
  6. BNA!

    Modelled Rocks

    id software used LightWave, yet you can try to use a tesselated simple patch mesh and edit the vertices. Sould give reasonable results.
  7. Nice tip, shouldn't you set the preferences to "brush primitives" to successfully import into Doom3?
  8. BNA!

    How to start the Doom 3 Editor

    In the meantime we've also created a set of video tutorials - have fun: http://www.doom3world.org/phpbb2/viewtopic.php?t=3397
  9. BNA!

    How to start the Doom 3 Editor

    That's true, unfortunately they don't come here and start a thread named "look here - I don't have problems and I don't need help" ;)
  10. BNA!

    Doom 3 SDK

    You can modify so much of game via the .def files :) I think if you explore the def's you should be pretty busy till the SDK is in your hands.
  11. BNA!

    How do I model and import?

    You can model in any application you like, it's just that you need to export to the right format. Doom3 can read .lwo (LightWave) and .ase (MAX ASCII) files directly as static meshes. If you want to animate a model, you have to export the mesh to md5mesh and the animations to md5anim. Our exporters get currently rewritten, but md5toOBJ exporters are already available for those who like to look at the game models in their fav 3D package. http://www.doom3world.org/phpbb2/viewforum.php?f=3
  12. BNA!

    How to start the Doom 3 Editor

    FSAA fux0rs the editor in9 out of 10 cases.
  13. Thanks! I haven't messed with physics objects yet. Will take a look into them next week and post back here.
  14. Nice one! I've written a similar tutorial last night, just to round things up: http://www.doom3world.org/phpbb2/viewtopic.php?t=3214
  15. http://www.doomworld.com/vb/showthread.php?s=&threadid=26152