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Using DarkRadiant for classic Doom3 editing


Pat AfterMoon

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Hi,

 

I'm trying to use DarkRadiant for classic Doom3 mapping, and have a little problem: I can't see models on the camera view (only little cubes with "shader not found") when I put entities like weapons or monsters.

 

If I select the Dark Mod with the mod path in preference settings, I can load the "Thief's Den" map with models. But I can't do the same for classic Doom3, I've tested an empty field and "base" in preference for "Game Mod (fs_game)", without success. With GtkRadiant 1.5, models are displayed correctly.

 

I have the same problem under Linux (my primary OS) and Vista. Except this, all seem to work, texture are displayed ...etc.

(I use DarkRadiant 0.9.7, Doom3 1.3.1)

 

DarkRadiant seem really cool and better maintained than GtkRadiant, I would like to use it ;)

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Hmmm,

I think that might be because DR is meant for TDM, and the regular doom 3 aren't in the usual directories its used to looking in??

 

better ask the coders.

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happycheeze.deviantart.com

 

Moddb

 

Gamers Outreach, a nonprofit that uses videogames to raise money for chairty.

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Hmmm,

I think that might be because DR is meant for TDM, and the regular doom 3 aren't in the usual directories its used to looking in??

 

better ask the coders.

 

Dark Radiant has to be set to look for TDM assets, by default it will look in the regular doom 3 directories...or it should.

 

This only happens in the level preview window, entities show up correctly in the model preview window.

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DarkRadiant supports editing of any kind of D3 mod including the base Doom 3 game. In fact the editor is designed for D3 editing, everything DarkMod-related is handled via optional plug-ins.

 

I'd like to see your folder structure of your D3 installation and your DarkRadiant game settings and ideally the DarkRadiant log file (you'll find it in the C:\Documents and Settings\YOURNAME\Application Data\DarkRadiant\ folder).

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My D3 installation (Vista):

D:\games\doom3win32

 

DarkRadiant game settings (Preference):

Select a Game: Doom3

Engine path: d:\games\doom3win32

Game mode (fs_path): (empty, but I have also tried "base")

 

Here is my darkradiant.log + input.xml + user.xml

 

Like mentioned in my first post, I have this problem on both Linux and Vista, and I'm not alone.

 

Remark: could it be because Darkmod provide models on flat directories and files, in place of the Doom3 pk4 ?

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Can you give me a specific model which is failing to display in the ModelSelector?

 

It's not the model selector, that works fine...it's the Camera Preview window for displaying the full level.

 

When I setup DR to use D3 assets, I can see everything in the model selector...but it's the 3d camera view that is broken when building in D3.

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DarkRadiant should handle models in PK4 files just fine.

 

Sure? I've just tested quickly and after decompressed pak002.pk4 into base/models I can see all monsters models in the camera view.

 

I just living for the week-end, but thank you for your quick answer, I'm sure I will love to create maps under Linux With DarkRadiant ;)

Edited by Pat AfterMoon
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Sure? I've just tested quickly and after decompressed pak002.pk4 into base/models I can see all monsters models in the camera view.

 

I just living for the week-end, but thank you for your quick answer, I'm sure I will love to create maps under Linux With DarkRadiant ;)

Could you raise an issue report on the bugtracker (http://bugs.angua.at/)? You might need to sign up first, but I can enable your account as soon as I get the notification mail about your registration.

 

I haven't time to fix it right now, but this seems like something we can squeeze into the roadmap for DarkRadiant 0.9.8.

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Yeah I'm the other guy he's referring to that's having this problem. I love this version of the program, and this is the only problem I've seen so far. It just makes placing objects a pain. As he said, they work in the selection window, and they even loaded properly when I tested my map, but the 3d camera view just gives the little box with "shader not found." I'd prefer not to have to unpack all the files.

 

One other suggestion: TDKRadiant gives that little window with all the texture thumbnails. That couldn't hurt in this version.

 

Other than that, keep up the great work!

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One other suggestion: TDKRadiant gives that little window with all the texture thumbnails. That couldn't hurt in this version.

Are you referring to the texture browser?

 

dr_texture_browser.jpg

 

Btw, I could confirm the "shader not found" box when placing D3 models. This is tracked here:

http://bugs.angua.at/view.php?id=1108

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I've tested the snapshot (Build date: Sep 14 2008 08:41:26) under Vista. For me, it doesn't woks. it gives the same result as the 0.9.7 version.

 

I can't see a Doom3 monster entity in the camera view if the models are in pk4 files.

 

If you have already unpacked all *.pk4 files, a quick way to test it, is to rename the base/models into base/models_tmp, launch DarkRadiant and load a Doom3 map.

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This issue is resolved now. I uploaded a new snapshot build to our FTP server, you can grab it from our website:

 

http://darkradiant.sourceforge.net/snapshot.php

 

Let me know if it works for you.

 

As far as I can tell, it works for everything except monsters. Great step in the right direction. And forget about what I said referring to the texture viewer. Moment of idiocy on my part.

Edited by thedarkwolf333
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What about other entities? This affected all entities in the camera view, not just monsters.

 

I put a clip for the pistol in and it worked fine. It seems to only be monsters.

 

Edit: While I'm at it, how can I include all the assets from Resurrection of Evil along with the normal stuff in DarkRadiant? Thanks.

Edited by thedarkwolf333
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Edit: While I'm at it, how can I include all the assets from Resurrection of Evil along with the normal stuff in DarkRadiant? Thanks.

 

I'm not sure, how that would work exactly. Resurrection of Evil is basically handled as a mod...so you can probably just set it up in DR as any other mod by typing the ROE folder name into the fs_game path in DR.

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I'm not sure, how that would work exactly. Resurrection of Evil is basically handled as a mod...so you can probably just set it up in DR as any other mod by typing the ROE folder name into the fs_game path in DR.

 

That worked. Thanks. Now I just need to be able to see the monster models.

 

Edit: I hate to be a pain, but I was trying to create a func_door. If i do that from the create entity menu, it tells me no brushes are selected. If I create a small box and turn it into a func_door, when I choose the model for it in the entity viewer, it creates the model, but NEXT to the box, instead of replacing it. What am I doing wrong?

Edited by thedarkwolf333
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Edit: I hate to be a pain, but I was trying to create a func_door. If i do that from the create entity menu, it tells me no brushes are selected. If I create a small box and turn it into a func_door, when I choose the model for it in the entity viewer, it creates the model, but NEXT to the box, instead of replacing it. What am I doing wrong?

You can try the following: Choose "Create Model..." from the context menu and place the model for your door. Then head into the Entity Inspector, highlight the "classname" line and click on the button "Choose EntityClass..." below. Select "func_door", which should turn your selected entity into a func_door entity.

 

I fixed the monster models not showing up, I forgot to update the MD5 model loader module like I did with the PicoModel Loader. A new build will be uploaded soon, I'll edit this post then.

 

edit: the new snapshot is up on http://darkradiant.sourceforge.net/snapshot.php.

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You can try the following: Choose "Create Model..." from the context menu and place the model for your door. Then head into the Entity Inspector, highlight the "classname" line and click on the button "Choose EntityClass..." below. Select "func_door", which should turn your selected entity into a func_door entity.

 

I fixed the monster models not showing up, I forgot to update the MD5 model loader module like I did with the PicoModel Loader. A new build will be uploaded soon, I'll edit this post then.

 

edit: the new snapshot is up on http://darkradiant.sourceforge.net/snapshot.php.

 

Excellent. Thank you for the timely responses/fixes. I only have one more question and then I'll get out of your hair. How can I determine which direction a door slides open? Its just these little things that I know how to do with the built-in editor, but not DarkRadiant.

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Excellent. Thank you for the timely responses/fixes. I only have one more question and then I'll get out of your hair. How can I determine which direction a door slides open? Its just these little things that I know how to do with the built-in editor, but not DarkRadiant.

 

I don't know the actual answer, but you might find that information in our Wiki.

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I don't know the actual answer, but you might find that information in our Wiki.

 

This page might help:

 

http://wiki.thedarkmod.com/index.ph/Doors

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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