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 Post subject: Pre-SDK Investigation
PostPosted: Thu Oct 20, 2011 4:14 am 
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I'm tired of hearing about texture pop this or gameplay that, lets talk modding! If there's anything people are curious about, ask away and I'll try to dig out some answers.

After cracking open gameresources.resources, I get to look at all the decls and ASCII files, unfortunately images and models/anims are all in binary format. From this we can see:

Most files are in a 'generated' subfolder, which implies they are built or modified in some way by idStudio.

Everything makes heavy use of inheritance. Many of the ai behaviors and animations use a common base.

Cloth System- lets take a look at red_flag_long.decl

Code:
{
   width   6
   height   10
   hspacing   5.5
   vspacing   12
   material   textures/cloth/cloth_flag_jackal
}


Seems pretty simple, I assume this defines a quad entity of a given size, with a simulation resolution.

Articulated figure decl's are back, surprisingly unchanged- hopefully there's an interactive editor in idStudio.

There is now an animweb folder. The animweb decls define the various states and transitions between states that can be triggered, with various parameters and links to necessary md6anim files.

There are animdecls. These have a 'props' section that has named locations described by offsets in translate/rotate from a joint. Separate model files are placed at those tagged locations. Many of the other features will be familiar from md5decls, like events/sounds triggered at a given frame.

They also link to voicetrack decls, which link to .vtr files (i assume this links a sound file with a viseme track for lipsync) The lipsync automation once again uses http://www.annosoft.com, familiar to quake4 modders.

The model files reference materials that are mostly similar to mtr files, but they're much simpler without all the crazy stage programs and animations from doom3. They contain coordinates indicating where their images are in the megatexture.

One curiosity is the landscape files- it seems there are special model files for landscapes, with their own decl descriptors. The wasteland is broken up into many of these.

Tables make a return, and are used heavily. Here's an interesting on- a table used to describe the damage scaling for nightmare difficulty:
Code:
{ spline clamp min 1 max 1.75 left 0 right 1 {0:0, 0.546404:0.567278, 0.993239:1} }


Weapon decl's are here- i'm including the Desert Striker Crossbow- it appears that it should be fairly easy to mod in a scoped sight from the sniper rifle, as many people have requested.

Code:
{
   edit = {
      handsModelMD6 = "weapons/crossbow.md6";
      thirdPersonMD6 = "weapons/crossbow_3rd_person.md6";
      guiModel = "models/weapons/crossbow/crossbow_inventory.lwo";
      displayName = "#str_weapon_crossbow_name";
      internalName = "crossbow";
      description = "#str_empty";
      icon = "textures/guis/icons/dossier/talon.tga";
      engineeringIcon = "textures/guis/icons/dossier/wss_crossbow.tga";
      merchantIcon = "textures/guis/icons/vendor/v_crossbow.tga";
      entityDef = "prop/weapon/crossbow";
      quickSlotGroup = "QUICKSLOTGROUP_WEAPON";
      giveable = true;
      dropable = false;
      numHands = 2;
      
      ...

      zoomMode = "ZOOM_WEAPON";
      ironSightZoom = {
         zoomedFOV = 60;
         sensitivity_scale = 0.4499999881;
         movement_scale = 0.5500000119;
         crouched_scale = 0.75;
         zoomTime = 100;
         spreadReductionWithZoom = 1;
      }
      scopeZoom = {
         num = 1;
         item[0] = {
            zoomedFOV = 60;
            sensitivity_scale = 0.200000003;
            movement_scale = 0.5500000119;
            crouched_scale = 0.75;
            zoomTime = 250;
            spreadReductionWithZoom = 1;
            hideHandsOnZoom = true;
            scopeGuiNum = "SCOPE_CROSSBOW";
         }
      }
      hasIntroAnimation = true;
      allowForceFullClip = false;
   }
}


Last edited by parsonsbear on Sun Oct 30, 2011 10:08 pm, edited 1 time in total.

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 Post subject: Re: Pre-SDK Investigation
PostPosted: Thu Oct 20, 2011 5:39 am 
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Good stuff!

Do you have any info on whether the game reads loose files or not?


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 Post subject: Re: Pre-SDK Investigation
PostPosted: Thu Oct 20, 2011 6:10 am 
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I've tried modifying weapon decl's into the base directory, they don't overwrite the values. The engine will read text files- if you use the command 'listdecls' it shows how many decls are text and how many are internal structs.

There is no fs_gamepath/modpath listed in cvars:

fs_arbitraryZipSupport // load from zips, default 1
fs_basepath
fs_generatedPath "generated"
fs_installpath
fs_mobilepath "z:\rage"
fs_savepath // interesting, 'location for development storage files'


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 Post subject: Re: Pre-SDK Investigation
PostPosted: Thu Oct 20, 2011 6:27 am 
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'devmap scientist' will load the combomap, but the release build will dump you back to the 'Press Enter' screen after it show's the level loading image for kvasir.

Files relevant to the simplest map, Kvasir's lab (lower level):

in base/maps/game/wasteland1/scientist

scientist.entities
scientist.sbsp
scientist.script
scientist_occlusion.bmodel
scientist/func_mover_placeforfeltrite.bcm
scientist/func_mover_placeforfeltrite.bmodel
scientist/func_mover_placeforfeltrite_2.bcm
scientist/func_mover_placeforfeltrite_2.bmodel
scientist/mega.decl
scientist/meganospec.decl
scientist/triggers_trigger_approached_kvasir.bcm
scientist/triggers_trigger_approached_kvasir.bmodel
scientist/volume_showgui_leveltransition_dead_accpt.bcm
scientist/volume_showgui_leveltransition_dead_accpt.bmodel
scientist/volume_showgui_leveltransition_fel_accpt.bcm
scientist/volume_showgui_leveltransition_fel_accpt.bmodel
scientist/volume_showgui_leveltransition_other.bcm
scientist/volume_showgui_leveltransition_other.bmodel
scientist/volume_showgui_leveltransition_upgrade_rdy.bcm
scientist/volume_showgui_leveltransition_upgrade_rdy.bmodel


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 Post subject: Re: Pre-SDK Investigation
PostPosted: Thu Oct 20, 2011 7:33 am 
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Nice - that looks quite interesting to work with.

Wonder what num_Hands: 3 will do ;)

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 Post subject: Re: Pre-SDK Investigation
PostPosted: Thu Oct 20, 2011 12:23 pm 
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Just to get this straight, id did a similar thing as Splash Damage did with ETQW; compiling assets to increase performance?

I guess fs_modpath is there, yet not referenced until idStudio is released.

It wuld be interesting if the other platforms also would be able to run mods too.


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 Post subject: Re: Pre-SDK Investigation
PostPosted: Thu Oct 20, 2011 2:38 pm 
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Yeah, the ETQW files were all binary, consoles need the extra efficiency and the devs have a strong motivation to keep content parity between platforms. There's probably no way to get the 3D assets as-released back into .lwo or .mb files, hopefully id will release their base character rig for modders. md5mesh/anim converters aren't out of the question for people willing to decipher a binary file format.

I wouldn't assume that there will be any more cvars and commands in the 64bit version. idStudio is definitely 64bit only- it being present but disabled in the release seems to indicate the cvars/commands listed is the complete set.


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 Post subject: Re: Pre-SDK Investigation
PostPosted: Thu Oct 20, 2011 9:47 pm 
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On the subject of SDK. Has anyone noticed that there is no gamecode DLL in the Rage folder structure. You can discount RageGDF_x86.dll; that is a simply a resource only DLL and is a "Game Definition File" containing icon sets for various countries and XML files which describe Rage. If you extract all the content it adds up to around the DLL size. And as there are no exported code entry points to the DLL I guess thats all there is.

More telling are text entries in the EXE that look like this:
Code:
engine\cm\CollisionModel.cpp
engine\cm\CollisionModelBuilder.cpp
engine\cm\CollisionModelBuilder_sphere.cpp
engine\cm\CollisionModelManager_debug.cpp
engine\cm\CollisionQueryJobManager.cpp
engine\cm\jobs\polygonmodel\PolygonModel_cache.cpp
engine\decls\AnimWebs\AnimWebScalar.cpp
engine\decls\AnimWebs\DeclAnimWeb.cpp
engine\decls\Decl.cpp
engine\decls\DeclTable.cpp
engine\decls\VoiceOvers\VoiceTrack.cpp
engine\framework\Common_commands.cpp
engine\framework\FileResource.cpp
engine\framework\ResourceManager.cpp
engine\framework\ResourceManager_background.cpp
engine\framework\StreamFileCache.cpp
engine\gamelib\aas2\AAS2_pvs.cpp
engine\gamelib\aas2\AAS2_routing.cpp
engine\gamelib\aas2\DeferredVisCache.cpp
engine\gamelib\aas2\ObstacleAvoidanceManagerLocal.cpp
engine\gamelib\animstack\Animator_IK.cpp
engine\gamelib\animstack\Animator_VehicleCar.cpp
engine\gamelib\effectphysics\EffectPhysicsBroadPhase.cpp
engine\gamelib\effects\DeferredDecalManager.cpp
engine\gamelib\physics\AFConstraint.cpp
engine\gamelib\physics\Clip.cpp
engine\gamelib\physics\Physics_AI.cpp
engine\gamelib\physics\Physics_Player.cpp
engine\gamelib\physics\Physics_RigidBody.cpp
engine\gamelib\pvs\PVS.cpp
engine\guis\../../shared/guis/FontInfo.h
engine\guis\SWF\SWF_Bitstream.cpp
engine\guis\SWF\SWF_Image.cpp
engine\guis\SWF\SWF_Load.cpp
engine\guis\SWF\SWF_Sprites.cpp
engine\guis\SWF\SWF_Zlib.cpp
engine\models\cloth\ClothSim.cpp
engine\models\cloth\RenderModelCloth.cpp
engine\models\detail\DetailModel.cpp
engine\models\detail\DetailModelData.cpp
engine\models\detail\RenderModelDetail.cpp
engine\models\discreteanimation\DiscreteAnimationModelData.cpp
engine\models\foliage\FoliageModel.cpp
engine\models\foliage\RenderModelFoliage.cpp
engine\models\ModelStamper.cpp
engine\models\particles\DeclParticle.cpp
engine\models\particles\jobs\StaticParticleModelData.cpp
engine\models\particles\RenderModelEffects.cpp
engine\models\particles\RenderModelParticle.cpp
engine\models\RenderModelDecal.cpp
engine\models\skeletalanimation\DeclMD6.cpp
engine\models\skeletalanimation\MD6Anim.cpp
engine\models\skeletalanimation\MD6AnimEvent.cpp
engine\models\skeletalanimation\MD6Mesh.cpp
engine\models\skeletalanimation\MD6Model.cpp
engine\models\skeletalanimation\MD6PhaseTrack.cpp
engine\models\skeletalanimation\MD6Skel.cpp
engine\models\skeletalanimation\TreeAnimator.cpp
engine\models\static\RenderModelStatic.cpp
engine\models\transparency\RenderModelTransparency.cpp
engine\models\water\RenderModelWaterSurface.cpp
engine\network\SMTP.cpp
engine\network\Snapshot.cpp
engine\network\SnapshotProcessor.cpp
engine\renderer\AmbientLighting.cpp
engine\renderer\BinaryImage.cpp
engine\renderer\BufferObject.cpp
engine\renderer\DeclRenderProg.cpp
engine\renderer\GlobalShadows.cpp
engine\renderer\IESfile.cpp
engine\renderer\Image.cpp
engine\renderer\Image_files.cpp
engine\renderer\Image_intrinsic.cpp
engine\renderer\Image_process.cpp
engine\renderer\Image_program.cpp
engine\renderer\ImageProcess.h
engine\renderer\InGameVideo.cpp
engine\renderer\jobs\render\ParmState.cpp
engine\renderer\jobs\transcode\cuda\CudaTranscodeTypes.h
engine\renderer\jobs\transcode\Transcode.cpp
engine\renderer\RenderLog.cpp
engine\renderer\RenderView.cpp
engine\renderer\RenderWorld.cpp
engine\renderer\RenderWorld_load.cpp
engine\renderer\Triangles.cpp
engine\renderer\VirtualTexture.cpp
engine\renderer\VirtualTextureSystem.cpp
engine\sound\SoundEmitter.cpp
engine\sound\SoundSystem.cpp
engine\sound\SoundWorld.cpp
engine\sound\XAudio2\XA2_SoundSample.cpp
engine\sys\sys_savegame.cpp
engine\sys\sys_session_instance.cpp
engine\sys\win32\win_main.cpp
engine\sys\win32\win_misc.cpp
engine\sys\win32\win_syscon.cpp
libs\cuda-4.0\win64\include\builtin_types.h
libs\cuda-4.0\win64\include\common_functions.h
libs\cuda-4.0\win64\include\crt/device_runtime.h
libs\cuda-4.0\win64\include\crt\storage_class.h
libs\cuda-4.0\win64\include\device_functions.h
libs\cuda-4.0\win64\include\device_launch_parameters.h
libs\cuda-4.0\win64\include\device_types.h
libs\cuda-4.0\win64\include\driver_types.h
libs\cuda-4.0\win64\include\host_defines.h
libs\cuda-4.0\win64\include\math_constants.h
libs\cuda-4.0\win64\include\math_functions.h
libs\cuda-4.0\win64\include\math_functions_dbl_ptx1.h
libs\cuda-4.0\win64\include\math_functions_dbl_ptx3.h
libs\cuda-4.0\win64\include\sm_11_atomic_functions.h
libs\cuda-4.0\win64\include\sm_12_atomic_functions.h
libs\cuda-4.0\win64\include\sm_13_double_functions.h
libs\cuda-4.0\win64\include\sm_20_atomic_functions.h
libs\cuda-4.0\win64\include\sm_20_intrinsics.h
libs\cuda-4.0\win64\include\surface_functions.h
libs\cuda-4.0\win64\include\surface_types.h
libs\cuda-4.0\win64\include\texture_fetch_functions.h
libs\cuda-4.0\win64\include\texture_types.h
libs\cuda-4.0\win64\include\vector_types.h
rage\game\ai\AI2.cpp
rage\game\ai\aievents\AIEventTrace.cpp
rage\game\ai\AIVisibility.cpp
rage\game\ai\AuthorityRepairBot.cpp
rage\game\ai\cover\FormationCover.cpp
rage\game\ai\cover\VehicleCover.cpp
rage\game\ai\gamestate\AIEntityState.cpp
rage\game\ai\VehicleAI\VehicleControl.cpp
rage\game\clientgame\playerhud\PlayerHud_Render.cpp
rage\game\clientgame\presentable\PresentableLaserGate.cpp
rage\game\entities\Door_Laser.cpp
rage\game\entities\Drone.cpp
rage\game\entities\DropShip.cpp
rage\game\entities\Entity.cpp
rage\game\entities\GameChallenge.cpp
rage\game\entities\Prop.cpp
rage\game\entities\TestEntities.cpp
rage\game\entities\TumbleWeed.cpp
rage\game\entities\UtilityCamera.cpp
rage\game\entities\VehicleWeapon.cpp
rage\game\Game_local.cpp
rage\game\gamesys/SaveGameFile.h
rage\game\gamesys\Class.cpp
rage\game\gamesys\EventSystem.cpp
rage\game\gamesys\SaveGameFile.cpp
rage\game\player\AimAssist.cpp
rage\game\player\FocusTracker.cpp
rage\game\player\Player.cpp
rage\game\player\ThirdPersonCrosshair.cpp
rage\game\script\Program.cpp
rage\game\weapons\Projectile.cpp
rage\game\weapons\Trajectory.cpp
shared\idlib\BlockAlloc.h
shared\idlib\containers/BitArray.h
shared\idlib\containers/List.h
shared\idlib\containers\HashIndex.cpp
shared\idlib\filesystem\File.cpp
shared\idlib\filesystem\FileSystem.cpp
shared\idlib\filesystem\Unzip.cpp
shared\idlib\filesystem\Zip.cpp
shared\idlib\geometry\TraceModel.cpp
shared\idlib\Heap.h
shared\idlib\math/MatX.h
shared\idlib\math/SpatialMat.h
shared\idlib\math/SpatialVec.h
shared\idlib\math/VecX.h
shared\idlib\math\SpatialMat.cpp
shared\idlib\sys\win32\win_thread.cpp
shared\idlib\text/Str.h
shared\idlib\text\AtomicString.cpp
shared\idlib\text\Lexer.cpp
shared\idlib\text\Str.cpp

Notice how there are plenty of references to gameplay entities as well as engine related things.

Looks like the engine and game are all in the EXE.

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 Post subject: Re: Pre-SDK Investigation
PostPosted: Thu Oct 20, 2011 9:51 pm 
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On a lighter note, I did find this shiny fella in the EXE resources:
Image

Also, I guess there MAY be a glimmer of hope. Doom 3 had several build modes, including a monolithinc EXE with the gamecode in (you can see this from the Linux SConstruct build file). If Rage uses a similar model then perhaps a future SDK moddable version will split it back into two. Straw clutching time :)

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 Post subject: Re: Pre-SDK Investigation
PostPosted: Thu Oct 20, 2011 10:21 pm 
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Yeah, I think you've probably got the right guess here.

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 Post subject: Re: Pre-SDK Investigation
PostPosted: Thu Oct 20, 2011 11:29 pm 
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Here's hoping.

On simulations note, and also the class heirachy listed in script_events, it seems things have stayed close to the doom 3 game code model.
Which is a shame, as that wasn't that much of a flexible or performance minded design to start off with.
Heh, I say that though it was the d3 game code was pretty much my start on things, but one of the things I did eventually learn was that there are much better designs.
I was hoping for something like a component or data oriented system, especially in these days of multithreading.

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 Post subject: Re: Pre-SDK Investigation
PostPosted: Fri Oct 21, 2011 4:10 am 
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I guess the 64 bit build will be the one that people can trade mods with- I wonder if they'll allow the release version to load mods at all? It's obnoxious that the release version doesn't even have an 'unclean' mode that runs all cvars and commands, loads loose files.

That image also shows a bit of the idStudio config window- there's a button for 'MTP server' which I take to mean megatexture page server. This seems to be the famed '192 GB or RAM' beast that holds the in-progress megatextures that idStudio clients access simultaneously to stamp in all the details. Hopefully this will be part of the 64 bit exe- there is a few notable cvars that relate to it in the release:

mtp_server - IP address of the MTP server
mtp_writeSize - per write size for MTP writes to server

However, no server side cvars are exposed... somewhat troubling.

g_editEntityMode has returned, with modes for moving entities, monsters, lights, fx and sounds.

There is ies_editorModelSurfaceCandela : smaller values will make larger light mesh models. As in Illuminating Engineering Society. IES is a standard file format that holds information on the distribution of light intensity from a light source

Another fun note- the meteor rally mp mode cvars refer to it as skulltag.


Last edited by parsonsbear on Sun Oct 30, 2011 10:11 pm, edited 1 time in total.

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 Post subject: Re: Pre-SDK Investigation
PostPosted: Fri Oct 21, 2011 8:36 am 
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parsonsbear wrote:
'devmap scientist' will load the combomap, but the release build will dump you back to the 'Press Enter' screen after it show's the level loading image for kvasir.

you used it wrongly as the game is unable to find the map, you have to write:
'devmap game/wasteland1/scientist' to load kvasir's lab.

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 Post subject: Re: Pre-SDK Investigation
PostPosted: Fri Oct 21, 2011 8:59 am 
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The idStudio menus are all In the exe too. Did not have time to document them yet. Maybe this weekend.

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 Post subject: Re: Pre-SDK Investigation
PostPosted: Fri Oct 21, 2011 9:00 am 
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Nice! Thanks for the tip- loading devmap/wasteland2/mutantcave is a ton of fun- the default loadout of guns and ammo makes the best map pretty challenging!

@simulation Thats pretty damn cool- I'm very curious to see what the tool functionality is, as all the decls dont have a very handwritten feel to them.


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 Post subject: Re: Pre-SDK Investigation
PostPosted: Fri Oct 21, 2011 9:34 am 
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There is a TON of text in the exe that relates to the editor and it looks as though there is plenty of descriptive help in the tools.

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 Post subject: Re: Pre-SDK Investigation
PostPosted: Fri Oct 21, 2011 9:50 am 
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I noticed, that every map uses different layers (which you can see if you devmap a certain location and check the console after loading the map), probably reflecting the different states of the location to distinguish when you visit a place several times due to different mission objectives. Is there anyway to call up the different layers?
I tried si_nextlayer, but it doesn't seem to do anything. Putting the layer name behind the map (i.e. devmap game/wasteland1/rcbombase destroy) doesn't do anything either. Any ideas?

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 Post subject: Re: Pre-SDK Investigation
PostPosted: Fri Oct 21, 2011 3:15 pm 
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Gotten a chance to look through all the internal strings/dialongs/menus. Some notes:

Lots of stuff in there for building the animation networks, lipsynch and voiceover.

Plenty of familiar stuff in there for people that like building levels with patches and brushes.

Options for building megatextures with and without radiosity

There's a gui for our old friend renderbumpflat

A surprising amount of calendar interface, feels a bit like a productivity app

There is so much stuff in here for animators...

There seems to be a bunch of ui customization, hotkeys, custom toolbars and buttons- i think you can bind commands to custom ui elements, which would be neat. Move/cascade windows and arrange layouts

Some references to a built in text editor- find and replace, syntax coloring/collapsing

Particle editor looks largely unchanged from idTech4... not sure how I feel about this, but there is a stage timeline.
Image


Image

Camera editing- nice not having to pop out to maya to do md5cameras

Image

Image

Find and replace textures

Lots of GUI for articulated figure editing

Sound placement tool is very DoomRadiant

There's a 'watch' window for debugging values

GUI for defining stamps- assigning textures to norm/spec/diff/power/blendmode

Oooooh the cloud stamper! ...?
Image

Window list:
1025, "Media Preview"
1026, "Model Viewer"
1027, "Light Editor"
1031, "Groups"
1032, "Media Browser"
1033, "Preview"
1034, "Materials"
1035, "Particle Editor"
1036, "Material Inspector"
1037, "Sound Editor"
1038, "AF Editor"
1039, "Flare Editor"

1040, "Console"
1041, "Radiant Textures"
1042, "World Camera"
1043, "Entity Inspector"
1044, "Terrain Tiles"
1045, "Surface"
1046, "Stamps | 1"
1048, "Environment"
1049, "Models"
1050, "Props"
1051, "View"
1052, "Map Manager"
1053, "Layers"
1054, "Foliage"
1055, "Animation Preview"

Extra animation event visibility options:
8443, "Toggles viseme events visibility on the time line\nShow Viseme Events"
8444, "Toggles gesture events visibility on the time line\nShow Gesture Events"
8445, "Toggles text events visibility on the time line\nShow Text Events"
8446, "Toggles mood events visibility on the time line\nShow Mood Events"
8447, "Toggles game events visibility on the time line\nShow Game Events"

Some tooltips for the terrain stamper
18001, "Terrain Select / Move Mode\nSelect / Move"
18002, "Terrain Tile Index Paint Mode\nTile Paint Mode"
18003, "Terrain Stamp Mode\nStamp Mode"
18004, "Terrain Stamp Remove Mode\nStamp Remove Mode"
18005, "Terrain Fetch Mode\nFetch Mode"
18006, "Terrain Update Area Mode\nUpdate Area Mode"
18007, "Zoom to show the full extent of the terrain\nZoom to Extents"
18008, "Zoom in to the cursor\nZoom to Cursor"
18009, "Drop the view down to player height level\nDrop to Ground"
18010, "Terrain Stamp Modify Mode\nStamp Modify Mode"
18012, "When scrolling, adjust the camera to maintain height above the terrain\nHug Terrain"

You can set up breakables, will export .LWO models and a .break definition

Some camera options:
32699, "Toggle Radiant classic camera movement\nToggle Radiant Classic Camera Movement"
32700, "Toggle quake WASD camera movement\nToggle Quake WASD Camera Movement"
32701, "Toggle planar camera movement\nToggle Planar Camera Movement"

You can drop entities to the ground, with some options, so you don't have to manually position entities to the floor

There's a terrain road editor

Interesting- I think there might be some view based projection painting
39195, "Create a matte painting stamp from the current view\nCreate matte painting"
39196, "Check for changes in all matte paintings on the current level\nCheck matte painting timestamps"

Admin window for managing the cloud (renderer?)
Image


Last edited by parsonsbear on Sun Oct 30, 2011 10:12 pm, edited 1 time in total.

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 Post subject: Re: Pre-SDK Investigation
PostPosted: Fri Oct 21, 2011 3:45 pm 
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Posts: 11027
Location: Munich / Germany
Very nice parsonsbear!

Your slave log got just updated with plenty of positive entries ;)

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 Post subject: Re: Pre-SDK Investigation
PostPosted: Fri Oct 21, 2011 4:28 pm 
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Oh man, you spoil us good sir.
Great work man!


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