Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
It is currently Fri May 24, 2013 12:08 am

All times are UTC [ DST ]




Post new topic Reply to topic  [ 3 posts ] 
Author Message
 Post subject: Basic questions about texture creation
PostPosted: Sun Jul 17, 2011 12:07 am 
Offline
has joined the game

Joined: Sat Jul 16, 2011 10:12 pm
Posts: 26
I am very new to Doom 3 mapping -- I have just started reading tutorials for basic mapping and texturing techniques. And, though I have searched this forum as well as google for answers to the questions, I was not able to find the information I was looking for. So I apologize for the simplicity of these questions.

Right now I have a large collection of material files and textures from a source mod I would like to use on my Doom 3 map. They have already been converted to tga and I understand the basic structure of the doom 3 material shader to begin porting the ones from the mod. However, I have read how to create custom cubemaps and linking them together manually, but is it possible to do it in a similar way to source maps, i.e. have a cubemap enitity in the map and tell the material to use the nearest entity? Also, what are some standard mapping practices like general room height and door dimensions, and the number of stairs per level?

Here is the code from the Source mod material file I would like to port (more information about source cubemaps here: http://developer.valvesoftware.com/wiki/Cubemaps):
Code:
"lightmappedGeneric"
{
   "$baseTexture" "ceiling/beam1_ivy"
   "$surfaceprop" "metal"
   "$envmap" "env_cubemap"
       "$envmaptint" "[.09 .09 .09]"
}


Top
 Profile E-mail  
 
 Post subject: Re: Basic questions about texture creation
PostPosted: Sun Jul 17, 2011 4:14 am 
Offline
a gun & a nice word
User avatar

Joined: Sat Jan 11, 2003 9:30 pm
Posts: 8713
Location: Orlando, FL
I don't know how source handles cube maps. You may need to do a bit of image editing and file renaming to make it work in Doom 3. Details are as follows...

http://www.modwiki.net/wiki/Cube_maps
http://www.modwiki.net/wiki/CubeMap_%28 ... keyword%29

_________________
Image Staff
Learn something today? Why not write an article about it on modwiki.net?


Top
 Profile  
 
 Post subject: Re: Basic questions about texture creation
PostPosted: Sun Jul 17, 2011 12:27 pm 
Offline
Very Senior Forum Poster
User avatar

Joined: Sun May 29, 2005 10:02 pm
Posts: 7082
Location: Here, not there.
Assuming Source still uses the Quake 1 conventions, id hasn't really deviated from this since then. Doors, characters, etc. are all about the same height, speeds have changed though. For doors, check out the door models in Doom 3. The door frames/doors are models, no brushes. Player height is ~ that (64 units?).
http://www.katsbits.com/tools/

Check out the reference object files. Those are all basic sizes. I think you can walk up 16 height units. I forget the jump height, might be 32. That's actually in a .def file in one of the pak files (they're just zip files).

_________________
Fuzzy Logic Inc
PAINTBALL DOOM 3!!!!
Check out my Q2 server! q2server.fuzzylogicinc.com :D
Doom 3, Paintball! d3server.fuzzylogicinc.com


Top
 Profile E-mail  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 3 posts ] 

All times are UTC [ DST ]


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group