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 Post subject: Re: SP - "The warehouse" [UPDATED]
PostPosted: Tue Aug 07, 2012 12:01 am 
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picked up the chaingun
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Joined: Mon Jul 18, 2011 5:58 am
Posts: 193
Thanks a lot bladeghost ;)
This is what I could do so far:

Image

:lol:

Now, seriously, I'm going to take a more exhaustive look at those pdf's. For what I saw they seem complete. It's going to take a while till I read them and learn at least how to get my own model working into doom 3. My experience with modelling programs is null.
Again, thank you!

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 Post subject: Re: SP - "The warehouse" [UPDATED]
PostPosted: Tue Aug 07, 2012 1:08 am 
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did just hit his 750th monster
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Location: St. Catherines, Ontario Canada
Hey man that's great!, keep in mind ,max is kinda universal , for doom 3 specific things you only need a few basics.
think of it like a tinkertoy set with knobs ,poles and paper mache, aka verticies,faces and edges.
cool man have a good read in the sunshine maybe on a portable tablet or notepad having a cool beverage.

right on ! 8)


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 Post subject: Re: SP - "The warehouse" [UPDATED]
PostPosted: Tue Aug 07, 2012 4:19 am 
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picked up the chaingun
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Posts: 193
Man those books are awesome! Very well explained and made things a lot easier (I'm not saying it's easy at all though).
Well, I know this is not a modelling thread but this caught my interest and I think I could do many things in the future if I learn how to use this program. But as I'm just a beginner, millions of questions came to my mind as soon as I started going deeper.
First, this is what I got, my first "model" ever (a simple box)

Image

I got the basics on how to add textures (are the textures called "UVs"?). As you can see each face has its texture (top, 4 sides and bottom/base)
Please, if you don't mind, let me ask you a few questions.
First off, how can I export this box to doom 3? Do I need any other program, a script or something?
Second, where are the textures for the model stored? I mean, I have 6 .bmp images that I'm using for each of the faces. But where to place them if I wanted to export the model to doom 3?
I'd love some pointers from experienced people. This is fun and entertaining but I don't know how to continue.
Thank you!

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 Post subject: Re: SP - "The warehouse" [UPDATED]
PostPosted: Tue Aug 07, 2012 4:35 am 
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did just hit his 750th monster

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UV's are the space where the texture sits on the mesh. I guess is the simplest way to explain it.

If you open up the UV editor and move the UVs around you'll see your texture being manipulated in the 3D view in Max.

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 Post subject: Re: SP - "The warehouse" [UPDATED]
PostPosted: Tue Aug 07, 2012 9:28 am 
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Location: Right there! Look!
In 3ds max you can export to .ase models, which Doom 3 can read.
It's a little fiddling with the textures though, but you'll figure it out, there's so much threads about that here. :)

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 Post subject: Re: SP - "The warehouse" [UPDATED]
PostPosted: Tue Aug 07, 2012 5:46 pm 
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did just hit his 750th monster
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Location: St. Catherines, Ontario Canada
There is a video tutorial on exporting models from max to d3 by brian trepanning however it is OUTDATED and some things shown explained and mentioned are not relevant.
where brian mentions purgatory/purgatory in the .ase bitmap line refers to the leaked alpha of d3 from 2002 the correct line should be

\\base\textures\yourfolder\yourtexture.tga

you'll create folders in your doom 3 'base folder and work from there not your 'c drive.
in the base folder you'll have your materials folder, models folder and textures folder,
watch the video tutorial but keep in mind these points I have made. and making a seperate.pk4 is not nescesary for development, for your seperate mod you can make a .pk4 in its own folder in the doom 3 folder and load it as a mod that's a whole other tutorial, the base folder is just a starting working directory you can use for developing your level.

I have been working on a basic MODKIT for doom 3 for budding modders but it's not finished yet.
hope this helps a little.

http://www.youtube.com/watch?v=BVWiSR-pqvI&feature=relmfu


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 Post subject: Re: SP - "The warehouse" [UPDATED]
PostPosted: Wed Aug 08, 2012 1:46 am 
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picked up the chaingun
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Posts: 193
Quote:
Hope this helps a little.

Sure that helps! Thank you guys.
Now, I ran into trouble getting the model to work properly into Doom 3.
Watching some video tutorials, and of course reading those books bladeghost provided me with, I've learned a few basics about materials and how they work. The first box I showed was using 6 different textures. This one I made is using only 1 texture which contains 2 sides, Base and Top.

Image

And here's how it looks like in Max
Image

But, unfortunately, the texture looks fucked up in doom 3 radiant, it only shows one side on all of the faces.
Image

I attach the .ase file (which contains the model data)
Is there anything wrong?

Code:
*3DSMAX_ASCIIEXPORT   200
*COMMENT "AsciiExport Version  2,00 - Tue Aug 07 20:19:52 2012"
*SCENE {
   *SCENE_FILENAME "box.max"
   *SCENE_FIRSTFRAME 0
   *SCENE_LASTFRAME 100
   *SCENE_FRAMESPEED 30
   *SCENE_TICKSPERFRAME 160
   *SCENE_BACKGROUND_STATIC 0.0000   0.0000   0.0000
   *SCENE_AMBIENT_STATIC 0.0000   0.0000   0.0000
}
*MATERIAL_LIST {
   *MATERIAL_COUNT 1
   *MATERIAL 0 {
      *MATERIAL_NAME "01 - Default"
      *MATERIAL_CLASS "Multi/Sub-Object"
      *MATERIAL_AMBIENT 0.5880   0.5880   0.5880
      *MATERIAL_DIFFUSE 0.5880   0.5880   0.5880
      *MATERIAL_SPECULAR 0.9000   0.9000   0.9000
      *MATERIAL_SHINE 0.1000
      *MATERIAL_SHINESTRENGTH 0.0000
      *MATERIAL_TRANSPARENCY 0.0000
      *MATERIAL_WIRESIZE 1.0000
      *NUMSUBMTLS 6
      *SUBMATERIAL 0 {
         *MATERIAL_NAME "Material #25"
         *MATERIAL_CLASS "Standard"
         *MATERIAL_AMBIENT 0.5880   0.5880   0.5880
         *MATERIAL_DIFFUSE 0.5880   0.5880   0.5880
         *MATERIAL_SPECULAR 0.9000   0.9000   0.9000
         *MATERIAL_SHINE 0.1000
         *MATERIAL_SHINESTRENGTH 0.0000
         *MATERIAL_TRANSPARENCY 0.0000
         *MATERIAL_WIRESIZE 1.0000
         *MATERIAL_SHADING Blinn
         *MATERIAL_XP_FALLOFF 0.0000
         *MATERIAL_SELFILLUM 0.0000
         *MATERIAL_FALLOFF In
         *MATERIAL_XP_TYPE Filter
         *MAP_DIFFUSE {
            *MAP_NAME "Map #2"
            *MAP_CLASS "Bitmap"
            *MAP_SUBNO 1
            *MAP_AMOUNT 1.0000
            *BITMAP "\\base\textures\chim\mybox"
            *MAP_TYPE Screen
            *UVW_U_OFFSET -2.5000
            *UVW_V_OFFSET -0.5000
            *UVW_U_TILING 0.5000
            *UVW_V_TILING 0.5000
            *UVW_ANGLE 0.0000
            *UVW_BLUR 1.0000
            *UVW_BLUR_OFFSET 0.0000
            *UVW_NOUSE_AMT 1.0000
            *UVW_NOISE_SIZE 1.0000
            *UVW_NOISE_LEVEL 1
            *UVW_NOISE_PHASE 0.0000
            *BITMAP_FILTER Pyramidal
         }
      }
      *SUBMATERIAL 1 {
         *MATERIAL_NAME "Material #26"
         *MATERIAL_CLASS "Standard"
         *MATERIAL_AMBIENT 0.5880   0.5880   0.5880
         *MATERIAL_DIFFUSE 0.5880   0.5880   0.5880
         *MATERIAL_SPECULAR 0.9000   0.9000   0.9000
         *MATERIAL_SHINE 0.1000
         *MATERIAL_SHINESTRENGTH 0.0000
         *MATERIAL_TRANSPARENCY 0.0000
         *MATERIAL_WIRESIZE 1.0000
         *MATERIAL_SHADING Blinn
         *MATERIAL_XP_FALLOFF 0.0000
         *MATERIAL_SELFILLUM 0.0000
         *MATERIAL_FALLOFF In
         *MATERIAL_XP_TYPE Filter
         *MAP_DIFFUSE {
            *MAP_NAME "Map #3"
            *MAP_CLASS "Bitmap"
            *MAP_SUBNO 1
            *MAP_AMOUNT 1.0000
            *BITMAP "\\base\textures\chim\mybox"
            *MAP_TYPE Screen
            *UVW_U_OFFSET -0.5000
            *UVW_V_OFFSET 0.5000
            *UVW_U_TILING 0.5000
            *UVW_V_TILING 0.5000
            *UVW_ANGLE 0.0000
            *UVW_BLUR 1.0000
            *UVW_BLUR_OFFSET 0.0000
            *UVW_NOUSE_AMT 1.0000
            *UVW_NOISE_SIZE 1.0000
            *UVW_NOISE_LEVEL 1
            *UVW_NOISE_PHASE 0.0000
            *BITMAP_FILTER Pyramidal
         }
      }
      *SUBMATERIAL 2 {
         *MATERIAL_NAME "Material #27"
         *MATERIAL_CLASS "Standard"
         *MATERIAL_AMBIENT 0.5880   0.5880   0.5880
         *MATERIAL_DIFFUSE 0.5880   0.5880   0.5880
         *MATERIAL_SPECULAR 0.9000   0.9000   0.9000
         *MATERIAL_SHINE 0.1000
         *MATERIAL_SHINESTRENGTH 0.0000
         *MATERIAL_TRANSPARENCY 0.0000
         *MATERIAL_WIRESIZE 1.0000
         *MATERIAL_SHADING Blinn
         *MATERIAL_XP_FALLOFF 0.0000
         *MATERIAL_SELFILLUM 0.0000
         *MATERIAL_FALLOFF In
         *MATERIAL_XP_TYPE Filter
         *MAP_DIFFUSE {
            *MAP_NAME "Map #4"
            *MAP_CLASS "Bitmap"
            *MAP_SUBNO 1
            *MAP_AMOUNT 1.0000
            *BITMAP "\\base\textures\chim\mybox"
            *MAP_TYPE Screen
            *UVW_U_OFFSET -0.5000
            *UVW_V_OFFSET -0.5000
            *UVW_U_TILING 0.5000
            *UVW_V_TILING 0.5000
            *UVW_ANGLE 0.0000
            *UVW_BLUR 1.0000
            *UVW_BLUR_OFFSET 0.0000
            *UVW_NOUSE_AMT 1.0000
            *UVW_NOISE_SIZE 1.0000
            *UVW_NOISE_LEVEL 1
            *UVW_NOISE_PHASE 0.0000
            *BITMAP_FILTER Pyramidal
         }
      }
      *SUBMATERIAL 3 {
         *MATERIAL_NAME "Material #28"
         *MATERIAL_CLASS "Standard"
         *MATERIAL_AMBIENT 0.5880   0.5880   0.5880
         *MATERIAL_DIFFUSE 0.5880   0.5880   0.5880
         *MATERIAL_SPECULAR 0.9000   0.9000   0.9000
         *MATERIAL_SHINE 0.1000
         *MATERIAL_SHINESTRENGTH 0.0000
         *MATERIAL_TRANSPARENCY 0.0000
         *MATERIAL_WIRESIZE 1.0000
         *MATERIAL_SHADING Blinn
         *MATERIAL_XP_FALLOFF 0.0000
         *MATERIAL_SELFILLUM 0.0000
         *MATERIAL_FALLOFF In
         *MATERIAL_XP_TYPE Filter
         *MAP_DIFFUSE {
            *MAP_NAME "Map #5"
            *MAP_CLASS "Bitmap"
            *MAP_SUBNO 1
            *MAP_AMOUNT 1.0000
            *BITMAP "\\base\textures\chim\mybox"
            *MAP_TYPE Screen
            *UVW_U_OFFSET -0.5000
            *UVW_V_OFFSET 0.5000
            *UVW_U_TILING 0.5000
            *UVW_V_TILING 0.5000
            *UVW_ANGLE 0.0000
            *UVW_BLUR 1.0000
            *UVW_BLUR_OFFSET 0.0000
            *UVW_NOUSE_AMT 1.0000
            *UVW_NOISE_SIZE 1.0000
            *UVW_NOISE_LEVEL 1
            *UVW_NOISE_PHASE 0.0000
            *BITMAP_FILTER Pyramidal
         }
      }
      *SUBMATERIAL 4 {
         *MATERIAL_NAME "Material #29"
         *MATERIAL_CLASS "Standard"
         *MATERIAL_AMBIENT 0.5880   0.5880   0.5880
         *MATERIAL_DIFFUSE 0.5880   0.5880   0.5880
         *MATERIAL_SPECULAR 0.9000   0.9000   0.9000
         *MATERIAL_SHINE 0.1000
         *MATERIAL_SHINESTRENGTH 0.0000
         *MATERIAL_TRANSPARENCY 0.0000
         *MATERIAL_WIRESIZE 1.0000
         *MATERIAL_SHADING Blinn
         *MATERIAL_XP_FALLOFF 0.0000
         *MATERIAL_SELFILLUM 0.0000
         *MATERIAL_FALLOFF In
         *MATERIAL_XP_TYPE Filter
         *MAP_DIFFUSE {
            *MAP_NAME "Map #6"
            *MAP_CLASS "Bitmap"
            *MAP_SUBNO 1
            *MAP_AMOUNT 1.0000
            *BITMAP "\\base\textures\chim\mybox"
            *MAP_TYPE Screen
            *UVW_U_OFFSET 0.5000
            *UVW_V_OFFSET 0.5000
            *UVW_U_TILING 0.5000
            *UVW_V_TILING 0.5000
            *UVW_ANGLE 0.0000
            *UVW_BLUR 1.0000
            *UVW_BLUR_OFFSET 0.0000
            *UVW_NOUSE_AMT 1.0000
            *UVW_NOISE_SIZE 1.0000
            *UVW_NOISE_LEVEL 1
            *UVW_NOISE_PHASE 0.0000
            *BITMAP_FILTER Pyramidal
         }
      }
      *SUBMATERIAL 5 {
         *MATERIAL_NAME "Material #30"
         *MATERIAL_CLASS "Standard"
         *MATERIAL_AMBIENT 0.5880   0.5880   0.5880
         *MATERIAL_DIFFUSE 0.5880   0.5880   0.5880
         *MATERIAL_SPECULAR 0.9000   0.9000   0.9000
         *MATERIAL_SHINE 0.1000
         *MATERIAL_SHINESTRENGTH 0.0000
         *MATERIAL_TRANSPARENCY 0.0000
         *MATERIAL_WIRESIZE 0.0000
         *MATERIAL_SHADING Blinn
         *MATERIAL_XP_FALLOFF 0.0000
         *MATERIAL_SELFILLUM 0.0000
         *MATERIAL_FALLOFF In
         *MATERIAL_XP_TYPE Filter
         *MAP_DIFFUSE {
            *MAP_NAME "Map #7"
            *MAP_CLASS "Bitmap"
            *MAP_SUBNO 1
            *MAP_AMOUNT 1.0000
            *BITMAP "\\base\textures\chim\mybox"
            *MAP_TYPE Screen
            *UVW_U_OFFSET 0.5000
            *UVW_V_OFFSET -0.5000
            *UVW_U_TILING 0.5000
            *UVW_V_TILING 0.5000
            *UVW_ANGLE 0.0000
            *UVW_BLUR 1.0000
            *UVW_BLUR_OFFSET 0.0000
            *UVW_NOUSE_AMT 1.0000
            *UVW_NOISE_SIZE 1.0000
            *UVW_NOISE_LEVEL 1
            *UVW_NOISE_PHASE 0.0000
            *BITMAP_FILTER Pyramidal
         }
      }
   }
}
*GEOMOBJECT {
   *NODE_NAME "Box01"
   *NODE_TM {
      *NODE_NAME "Box01"
      *INHERIT_POS 0 0 0
      *INHERIT_ROT 0 0 0
      *INHERIT_SCL 0 0 0
      *TM_ROW0 1.1171   0.0000   0.0000
      *TM_ROW1 0.0000   1.1171   0.0000
      *TM_ROW2 0.0000   0.0000   1.1171
      *TM_ROW3 55.0417   -53.7173   0.0000
      *TM_POS 55.0417   -53.7173   0.0000
      *TM_ROTAXIS 0.0000   0.0000   0.0000
      *TM_ROTANGLE 0.0000
      *TM_SCALE 1.1171   1.1171   1.1171
      *TM_SCALEAXIS 0.0000   0.0000   0.0000
      *TM_SCALEAXISANG 0.0000
   }
   *MESH {
      *TIMEVALUE 0
      *MESH_NUMVERTEX 8
      *MESH_NUMFACES 12
      *MESH_VERTEX_LIST {
         *MESH_VERTEX    0   -0.9238   -109.9743   0.0000
         *MESH_VERTEX    1   111.0072   -109.9743   0.0000
         *MESH_VERTEX    2   -0.9238   2.5397   0.0000
         *MESH_VERTEX    3   111.0072   2.5397   0.0000
         *MESH_VERTEX    4   -0.9238   -109.9743   110.7651
         *MESH_VERTEX    5   111.0072   -109.9743   110.7651
         *MESH_VERTEX    6   -0.9238   2.5397   110.7651
         *MESH_VERTEX    7   111.0072   2.5397   110.7651
      }
      *MESH_FACE_LIST {
         *MESH_FACE    0:    A:    3 B:    1 C:    0 AB:    1 BC:    1 CA:    0    *MESH_SMOOTHING 2    *MESH_MTLID 4
         *MESH_FACE    1:    A:    0 B:    2 C:    3 AB:    1 BC:    1 CA:    0    *MESH_SMOOTHING 2    *MESH_MTLID 4
         *MESH_FACE    2:    A:    7 B:    6 C:    4 AB:    1 BC:    1 CA:    0    *MESH_SMOOTHING 3    *MESH_MTLID 5
         *MESH_FACE    3:    A:    4 B:    5 C:    7 AB:    1 BC:    1 CA:    0    *MESH_SMOOTHING 3    *MESH_MTLID 5
         *MESH_FACE    4:    A:    5 B:    4 C:    0 AB:    1 BC:    1 CA:    0    *MESH_SMOOTHING 4    *MESH_MTLID 1
         *MESH_FACE    5:    A:    0 B:    1 C:    5 AB:    1 BC:    1 CA:    0    *MESH_SMOOTHING 4    *MESH_MTLID 1
         *MESH_FACE    6:    A:    7 B:    5 C:    1 AB:    1 BC:    1 CA:    0    *MESH_SMOOTHING 5    *MESH_MTLID 2
         *MESH_FACE    7:    A:    1 B:    3 C:    7 AB:    1 BC:    1 CA:    0    *MESH_SMOOTHING 5    *MESH_MTLID 2
         *MESH_FACE    8:    A:    6 B:    7 C:    3 AB:    1 BC:    1 CA:    0    *MESH_SMOOTHING 6    *MESH_MTLID 3
         *MESH_FACE    9:    A:    3 B:    2 C:    6 AB:    1 BC:    1 CA:    0    *MESH_SMOOTHING 6    *MESH_MTLID 3
         *MESH_FACE   10:    A:    4 B:    6 C:    2 AB:    1 BC:    1 CA:    0    *MESH_SMOOTHING 7    *MESH_MTLID 0
         *MESH_FACE   11:    A:    2 B:    0 C:    4 AB:    1 BC:    1 CA:    0    *MESH_SMOOTHING 7    *MESH_MTLID 0
      }
      *MESH_NUMTVERTEX 24
      *MESH_TVERTLIST {
         *MESH_TVERT 0   1.0000   0.0000   0.0000
         *MESH_TVERT 1   0.0000   0.0000   0.0000
         *MESH_TVERT 2   1.0000   1.0000   0.0000
         *MESH_TVERT 3   0.0000   1.0000   0.0000
         *MESH_TVERT 4   0.0000   0.0000   0.0000
         *MESH_TVERT 5   1.0000   0.0000   0.0000
         *MESH_TVERT 6   0.0000   1.0000   0.0000
         *MESH_TVERT 7   1.0000   1.0000   0.0000
         *MESH_TVERT 8   0.0000   0.0000   0.0000
         *MESH_TVERT 9   1.0000   0.0000   0.0000
         *MESH_TVERT 10   0.0000   1.0000   0.0000
         *MESH_TVERT 11   1.0000   1.0000   0.0000
         *MESH_TVERT 12   0.0000   0.0000   0.0000
         *MESH_TVERT 13   1.0000   0.0000   0.0000
         *MESH_TVERT 14   0.0000   1.0000   0.0000
         *MESH_TVERT 15   1.0000   1.0000   0.0000
         *MESH_TVERT 16   0.0000   0.0000   0.0000
         *MESH_TVERT 17   1.0000   0.0000   0.0000
         *MESH_TVERT 18   0.0000   1.0000   0.0000
         *MESH_TVERT 19   1.0000   1.0000   0.0000
         *MESH_TVERT 20   0.0000   0.0000   0.0000
         *MESH_TVERT 21   1.0000   0.0000   0.0000
         *MESH_TVERT 22   0.0000   1.0000   0.0000
         *MESH_TVERT 23   1.0000   1.0000   0.0000
      }
      *MESH_NUMTVFACES 12
      *MESH_TFACELIST {
         *MESH_TFACE 0   3   1   0
         *MESH_TFACE 1   0   2   3
         *MESH_TFACE 2   7   6   4
         *MESH_TFACE 3   4   5   7
         *MESH_TFACE 4   11   10   8
         *MESH_TFACE 5   8   9   11
         *MESH_TFACE 6   15   14   12
         *MESH_TFACE 7   12   13   15
         *MESH_TFACE 8   19   18   16
         *MESH_TFACE 9   16   17   19
         *MESH_TFACE 10   23   22   20
         *MESH_TFACE 11   20   21   23
      }
      *MESH_NORMALS {
         *MESH_FACENORMAL 0   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 3   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 1   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 0   0.0000   0.0000   -1.0000
         *MESH_FACENORMAL 1   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 0   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 2   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 3   0.0000   0.0000   -1.0000
         *MESH_FACENORMAL 2   -0.0000   0.0000   1.0000
            *MESH_VERTEXNORMAL 7   0.0000   0.0000   1.0000
            *MESH_VERTEXNORMAL 6   -0.0000   0.0000   1.0000
            *MESH_VERTEXNORMAL 4   0.0000   0.0000   1.0000
         *MESH_FACENORMAL 3   0.0000   -0.0000   1.0000
            *MESH_VERTEXNORMAL 4   0.0000   0.0000   1.0000
            *MESH_VERTEXNORMAL 5   0.0000   -0.0000   1.0000
            *MESH_VERTEXNORMAL 7   0.0000   0.0000   1.0000
         *MESH_FACENORMAL 4   0.0000   -1.0000   0.0000
            *MESH_VERTEXNORMAL 5   0.0000   -1.0000   0.0000
            *MESH_VERTEXNORMAL 4   0.0000   -1.0000   0.0000
            *MESH_VERTEXNORMAL 0   0.0000   -1.0000   0.0000
         *MESH_FACENORMAL 5   0.0000   -1.0000   0.0000
            *MESH_VERTEXNORMAL 0   0.0000   -1.0000   0.0000
            *MESH_VERTEXNORMAL 1   0.0000   -1.0000   0.0000
            *MESH_VERTEXNORMAL 5   0.0000   -1.0000   0.0000
         *MESH_FACENORMAL 6   1.0000   -0.0000   0.0000
            *MESH_VERTEXNORMAL 7   1.0000   0.0000   0.0000
            *MESH_VERTEXNORMAL 5   1.0000   -0.0000   0.0000
            *MESH_VERTEXNORMAL 1   1.0000   0.0000   0.0000
         *MESH_FACENORMAL 7   1.0000   0.0000   -0.0000
            *MESH_VERTEXNORMAL 1   1.0000   0.0000   0.0000
            *MESH_VERTEXNORMAL 3   1.0000   0.0000   -0.0000
            *MESH_VERTEXNORMAL 7   1.0000   0.0000   0.0000
         *MESH_FACENORMAL 8   0.0000   1.0000   0.0000
            *MESH_VERTEXNORMAL 6   0.0000   1.0000   0.0000
            *MESH_VERTEXNORMAL 7   0.0000   1.0000   0.0000
            *MESH_VERTEXNORMAL 3   0.0000   1.0000   0.0000
         *MESH_FACENORMAL 9   0.0000   1.0000   0.0000
            *MESH_VERTEXNORMAL 3   0.0000   1.0000   0.0000
            *MESH_VERTEXNORMAL 2   0.0000   1.0000   0.0000
            *MESH_VERTEXNORMAL 6   0.0000   1.0000   0.0000
         *MESH_FACENORMAL 10   -1.0000   -0.0000   -0.0000
            *MESH_VERTEXNORMAL 4   -1.0000   0.0000   0.0000
            *MESH_VERTEXNORMAL 6   -1.0000   -0.0000   -0.0000
            *MESH_VERTEXNORMAL 2   -1.0000   0.0000   0.0000
         *MESH_FACENORMAL 11   -1.0000   0.0000   0.0000
            *MESH_VERTEXNORMAL 2   -1.0000   0.0000   0.0000
            *MESH_VERTEXNORMAL 0   -1.0000   0.0000   0.0000
            *MESH_VERTEXNORMAL 4   -1.0000   0.0000   0.0000
      }
   }
   *PROP_MOTIONBLUR 0
   *PROP_CASTSHADOW 1
   *PROP_RECVSHADOW 1
   *MATERIAL_REF 0
}

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 Post subject: Re: SP - "The warehouse" [UPDATED]
PostPosted: Wed Aug 08, 2012 5:01 am 
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I think it's because you are using submaterials for each side, instead of one material for all 6 sides. Doom3 only supports one material per mesh in .ase files. if there are submaterials, it only uses the first one it finds.

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 Post subject: Re: SP - "The warehouse" [UPDATED]
PostPosted: Wed Aug 08, 2012 6:32 am 
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did just hit his 750th monster
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if you wish to use more than one texture what you'll need to do is 'detach those faces as seperate objects and then export as a single .ase with all seperate parts selected, then edit your .ase bitmap lines then it should work. also be sure you have a .MTR material file written as well.
so in essence your .ase will be a container for your pieces when your exporting, and check to have the correct export options in the .ase export dialog too , once you learn how it's quite easy to do from there after, and alot of fun too.

what version of max are you using?


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 Post subject: Re: SP - "The warehouse" [UPDATED]
PostPosted: Wed Aug 08, 2012 7:51 pm 
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picked up the chaingun
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Posts: 193
bladeghost wrote:
if you wish to use more than one texture what you'll need to do is 'detach those faces as seperate objects and then export as a single .ase with all seperate parts selected, then edit your .ase bitmap lines then it should work. also be sure you have a .MTR material file written as well.
so in essence your .ase will be a container for your pieces when your exporting, and check to have the correct export options in the .ase export dialog too , once you learn how it's quite easy to do from there after, and alot of fun too.

what version of max are you using?


I did so, but for some reason it still shows only one side. I think Sir random has a point though, it uses the first material it finds (which in the model was 'side 2'), so as you said I tried detaching them and exporting them as separate faces (using 6 different materials) but it still shows only one side. Then I tried NOT to add 6 materials but to use only one, the problem here is that I can't tile the texture properly because since it's only 1 material, no matter what face I have selected, all of the faces are going to change their appereance (because they all use the same material, which is the idea)
I don't know what am I doing wrong and can't figure it out damn it :?
By the way yesterday I tried everything and every option before exporting, still no changes.
Oh, I'm using Autodesk 3Ds max 9 32 bit
* EDIT I do have a material file written

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 Post subject: Re: SP - "The warehouse" [UPDATED]
PostPosted: Wed Aug 08, 2012 7:53 pm 
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Invisibility
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Location: Right there! Look!
If it's one texture for the model, and one material.
Then merge it back into one object, drag a new (clean) material on it, and then drag the original material on it again.
Make sure that that material isn't of the type multi/subobject.

That should work. :)

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 Post subject: Re: SP - "The warehouse" [UPDATED]
PostPosted: Sat Aug 18, 2012 10:13 am 
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picked up the chaingun
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Posts: 193
Change of plans, I was going to finish the map and make sure everything is in place, items, textures, monsters and some other minor level design matters. But to make things a bit more enjoyable, the tram station (which was the last part of the level) is paused for now. I'm working on other areas and expanding the map.
---
Service elevator
http://img215.imageshack.us/img215/9932/82201193.jpg
A quick tour to the sewers :mrgreen:
http://img580.imageshack.us/img580/1378/97471685.jpg
http://img525.imageshack.us/img525/6500/43905664.jpg
http://img826.imageshack.us/img826/1334/98327356.jpg
http://img41.imageshack.us/img41/6749/13072694.jpg

Finally, the entrance to the tram station.
http://img405.imageshack.us/img405/4795/88740476.jpg
Any comments?

As for the models, I can't still do anything. I'm useless for that I guess :|

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 Post subject: Re: SP - "The warehouse" [UPDATED]
PostPosted: Sat Aug 18, 2012 1:04 pm 
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missed 400 shots
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Great work :)

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 Post subject: Re: SP - "The warehouse" [UPDATED]
PostPosted: Mon Aug 27, 2012 2:47 am 
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picked up the chaingun
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Posts: 193
Have been working on a few gameplay changes.
Now all of the weapons have an iron sights mode (the ones that need them) For example you won't use iron sights on your fists. Now I want to mention there are no custom animations or SDK work, everything has been done through scripts, such as modifying the weapon offsets, zoom etc.


Watch the Iron Sights video here!


There are two types of ads modes: Default, where the gun is straight in front of you (you're actually looking through its sights) and shouldered (another type of ads mode where the weapon rests in your shoulder)
Aiming down the sights greatly reduces the spread of the weapon being fired. It also decreases player's speed of movements.

There's also the possibility to break reloading animations, since your movement is compromised when reloading (it slows you down). Thanks to Ivan_the_B for that bit of code for breaking reload anims.
I'll be back to mapping soon, there are still lots of things that need to be done here and there.
Thanks for watching ;)

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 Post subject: Re: SP - "The warehouse" [UPDATED]
PostPosted: Thu Aug 30, 2012 2:52 am 
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picked up the chaingun
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Don't know how many people are after this actually, but I'm still working on this so I'm still updating ;)
I've reworked many things regarding the iron sights mod. This has become more of a mod than a map pack as it was intended to be in the first place. I'm still concearned about the lack of new graphics, like Sikkmod. Bad thing is this is using a custom code so I don't know if it would be possible to actually merge them and make use of some of its best features such as bloom, soft shadows etc. etc... Of course under author's permission.
Anyway, There's an updated video of this mod.

Watch it HERE

Reworked many minor things, such as the way the weapons/player behave while in ADS mode (speed of movements, jumps, accuracy)
Added dynamic spread to all of the weapons. When in ADS mode, accuracy will be increased.
Reworked the rocket launcher transition from idle to ADS mode.
Reworked a little the rocket launcher scope. Hope it can be seen in the video.
Added a ZOOM X2 function to the rocket launcher while in scoped mode for extra magnification
Added a secondary fire mode to the Plasmagun. Its spread will also be reduced while in ADS mode.
Added burst fire detection to the pistol for HUD graphics (BURST indicator)

There is more to come! I haven't left mapping at all though, this is getting interesting :)


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 Post subject: Re: SP - "The warehouse" [UPDATED]
PostPosted: Sat Sep 08, 2012 7:18 am 
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picked up the chaingun
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Posts: 193
Back to mapping.
I have added a bloomish shader to all the GUIs in the game so they don't look flat and boring. Now they are more colorful. Also added some random twitching, now they do look like holograms, or at least close.
http://img11.imageshack.us/img11/4685/20081782.jpg
http://img507.imageshack.us/img507/5828/14416906.jpg
These are two examples.
And this is a general overview to all the GUIs I've done till now.
http://img38.imageshack.us/img38/4301/90982217.jpg
Good thing is there's no performance hit, which is what I was afraid of when implementing the "bloom".
I would love Scaleform style GUIs in Doom 3.

These are from the map

Sewers control room
http://img600.imageshack.us/img600/5699/60345529.jpg
http://img26.imageshack.us/img26/3861/75221069.jpg

Alternate exit from the sewers.
http://img221.imageshack.us/img221/3952/64384595.jpg
Access hatch leading into the sewers, close look
http://img811.imageshack.us/img811/6697/25481240.jpg

And here is an accuracy test video for the ads mod. It's the last one I'll upload about that.

http://www.youtube.com/watch?v=bCc_WrhYV6Y


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 Post subject: Re: SP - "The warehouse" [UPDATED]
PostPosted: Sat Sep 08, 2012 10:23 am 
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missed 400 shots
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Nice touch on the guis there.

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 Post subject: Re: SP - "The warehouse" [UPDATED]
PostPosted: Sun Sep 09, 2012 4:49 pm 
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missed 400 shots
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I hope You will release Your mod soon :)

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 Post subject: Re: SP - "The warehouse" [UPDATED]
PostPosted: Fri Oct 05, 2012 4:38 am 
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King of the Hill
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Location: Gold Coast, Australia
There's something I've been meaning to post for a while about your ironsight implementation. The spread on a shotgun has nothing to do with the stance you fire it from. The cluster of pellets should be consistent, but where that cluster hits is what should be less accurate from hip fire.

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 Post subject: Re: SP - "The warehouse" [UPDATED]
PostPosted: Fri Oct 05, 2012 4:19 pm 
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picked up 200 ammo

Joined: Mon May 04, 2009 5:56 am
Posts: 235
Those GUIS look amazing. They add a real futuristic look to the game.


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