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Jerboa would like to assist


Jerboa

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Ok thnx for the tip.

 

I downloaded the mod. and resized the Dungeon cross to fit a standard door. Yup, it need to be scaled up.

 

I'll send it in both formats obj. and lwo.

 

I'll add a collision box to it. Also I'll go back thru it and see about beveling the boards.

 

I dont know how to make a normal map. Elaborate please.

 

If there is anything else you can think of that I need to do. Please let me know.

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For this first step, it's probably ok if you skip the normalmap. Just try to get the model in-game, make a screenshot and send us the package so that we can review your stuff. :) Once we're there, we can iterate on the model, you don't need to learn everything at once (unless you actually want to).

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You'll want to learn Normals for sure but they can always be added later in a mtr file. The collision and shadow are more critical as the model needs redone again later if not there.

 

You should check out polycount forums for any information on modelling techniques. Our Wiki has all the basic infor but almost any modeller can learn alot from polycount. Some amazing stuff gets done there and everyone is really helpful. I am using XNormal for normal maps and AO baking right now, it seems to work really well.

 

Normal map basics. I'm not gonna get in depth as there are tuts. Basically you need a low poly and a high poly version of your model. It's best if the low poly is fully encased within the highpoly and has bevelled edges. The high poly deffinately needs beveled edges, straight 90 degree edges don't get transfered as the normal map contains info on sides not depth. Also, each polygon on the model needs unique uv space, overlapping polys will leave black spots that get no light. Then you export the hi and low seperately and use a program like Xnormal or Doom3 to bake the hi-poly details onto your low poly map (the high poly model doesn't need UV coords).

Dark is the sway that mows like a harvest

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And in case you didn't know, normal mapping is basically just a way of faking bumps on flat polygons by changing how it responds to lighting. So you can have a really low-poly model which would look really blocky and crap if you lit it without a normal map, but add a good normal map and you can have quite intricate details represented on the normal map which respond to lighting as if you were using a high poly model.

 

It's not quite as good as a high poly model because of the lack of parallax within the polygon (something parallax mapping fixes, but we don't use parallax mapping) and because the edges of the model will still look blocky - but it's really fast on modern hardware and it looks nearly as good as the high poly model, so it's quite popular in modern 3D games.

 

Example demonstration image: http://en.wikipedia.org/wiki/Image:Normal_map_example.png

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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Hi Jerboa,

 

I was on vacation or I would have chimed in sooner. I think other people have been doing a good job of (over) loading you with information, but here's more. :)

 

Don't worry about shadowmeshes or collision meshes right now. Models work fine without them in the short term and it's not hard to add them later. I made models for about a year before starting to add SMs and CMs.

 

You need to worry about the basics of modelling and texturing right now. The models you are displaying are FAR too low poly for a modern engine like D3. The nooses in particular look extremely blocky and low poly. You should definitely read this page of our wiki: http://wiki.thedarkmod.com/index.php/...o_Model_for_TDM

 

Aim for less than 5000 polys for significant AI, and less than 500 for most common objects. Testing has shown that rendering polys does not slow down FPS much if they don't cast shadows. It is therefore ok to have a higher poly model if you create a low-poly shadowmesh built into it (a 1000 poly model can often have a decent shadowmesh for 300 polys). Generally, objects that might only be used once in a scene (like a well) can have higher polys, but objects that might appear many times (like lights or chairs) should have less than 500. Round objects (vases, plates, etc) should have a minimum of 8-10 sides (depending on the size of the object) to appear fairly smooth. Less important parts of an object (like the legs of a stool) can have fewer sides to keep polys down.

 

About 200-300 polys is the average for most smallish size props, like weapons or lights. Even our wide bookshelf model is less than 250 polys, so it's not always dependent on size.

 

You don't generally need to sacrifice detail just to get a model less than 300 polys, however.

 

You will definitely need to learn how to uvmap, which is tricky but there are some great tutorials out there.

This is a really good one for beginners (I found it very useful myself when I started):

http://www.newtek.com/lightwave/tutorials/...ping/index.html

 

Don't get too panicked about renderbumps and normalmaps--they can always be added later and don't always need to be created with highpoly models (though that's ideal).

 

If you have specific LightWave questions, let me know. I'm not an expert, but I remember a lot of the things that caused me problems when I was first learning it.

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Jerboa, I tried the model in DarkRadiant, but apart from one nailhead it couldn't be displayed:

PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (4)

It seems like the model isn't tripled down (i.e. converted to consist only of triangles). I tripled the model (In Lightwave this is in the Multiply tab > Triple).

 

After tripling it, DarkRadiant can display the model (2100 polys):

 

dungeon_cross.jpg

 

The shaders are not yet set up for in-game use, so this will be the next step. I'll try to come up with a short outline here.

 

One more thing I noticed is the origin of the model, which needs to be properly aligned. It's probably best here to move the model such that the 0,0,0 origin is in the "lower middle of the model", i.e. at the bottom of the model, right in the middle between the X. This is essential for mappers being able to correctly place your model.

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Here's a quick mock-up of how to convert your textures (starting from the BMP or any other file format) into something the engine can digest:

 

Step 1: Create your texture. This includes your diffusemap, your localmap (if applicable) and the specularmap (if applicable). For now, I'll assume you only have a diffusemap, no local or specular.

 

Step 2: Convert it into TGA format using Photoshop or any other program you like. I assume your texture is named dungeon_cross_1.tga. Don't use RLE compression. Save the file to thiefs_den/models/darkmod/props/textures/dungeon_cross_1.tga.

 

Step 3: Go to thiefs_den/materials/ and create your own material file for testing: thiefs_den/materials/jerboa.mtr

 

Step 4: Open that file in a text editor and create a shader for each texture you're using:

dungeon_cross_1   // << this is the shader name
{
  diffusemap	   models/darkmod/props/textures/dungeon_cross_1	 
}

Note that this is not a full-fledged material definition, but it will be enough for now. You can omit the file extension, Doom 3 will figure this out on its own. The normalmap can be added later on.

 

Step 5: Change the model to reference the shader name, so go into Lightwave and change the name of the texture to dungeon_cross_1. This will tell Doom 3 where to look for your texture files.

 

Step 6: Save the model to thiefs_den/models/darkmod/dungeon/dungeon_cross.lwo

 

Step 7: Open DarkRadiant and try to load your model (Right-click the grid view and hit Create Model...)

 

This is not yet enough to actually upload the model to our darkmod/ repository, but it should get you to the point where you can test your model in the editor or in-game. From there we will go further.

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As I noticed during our PM session, I got the steps above wrong, as I forgot that you're using thiefs_den resources. The darkmod/ in the paths above should be replaced by thiefs_den/ consequently.

 

I'll edit that post.

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Ok Ive got the model in the DR. Now how do I view it in-game?

Save as a test map? if so, how do I load the new map saved?

You need to create a test map now to see the model in-game, this is some rudimentary mapping you need to learn.

 

Step 1: Create a new Map (File > New)

Step 1a: Select a larger grid size: 8 or 16 (hit "4" or "5" on the keyboard)

Step 2: Drag a box in the grid view, about 300 units wide. Keep it selected (Shift-LMB to re-select it)

Step 3: Select a texture from the Media Browser, maybe textures/darkmod/stone/natural/dark_dirt_smeary or something.

Step 4: Right-click this texture and hit "Apply to Selection", this should make your box selected.

Step 5: Click "Create Room" on the toolbar on the left.

Step 6: Create a light (Right-click in the grid view, Select "Create Light" and move it into your room.

Step 7: Create a player start (Right-Click in the grid view, select "Create Player Start here".

Step 8: Create your model (Right-Click in the grid view, select "Create Model"

Step 9: Check if all the items are within that room. Use Ctrl-TAB to switch the side which you view the geometry from. Also, the room might be too small in some dimension, you can drag stuff around when it's selected. Just play around a bit.

Step 10: Save the map to thiefs_den/maps/modeltest.map

 

Step 11: Open Doom 3 and launch thiefs_den. You should see the darkmod menu plus the music playing.

Step 12: Open the console (Ctrl-Alt-~), type dmap modeltest

Step 13: Open the console (Ctrl-Alt-~) again, and type map modeltest to start the map.

 

Do you see the model?

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Specify: isn't loading the map. What does it say?

 

I think I made the room wrong. Im trying to make one 1st with out the model.

 

Once I put in "create player start here" I cant put in a light. How do you de-select in the grid map to enable the "create light"?

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No , the game isnt loading the map...hmmm. I'll play with it abit longer.

 

You can also open thiefs_den.map in the editor (you might need to unpack this file from the PK4 first, though) and place the model in it for testing.

"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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I think I made the room wrong. Im trying to make one 1st with out the model.

 

Once I put in "create player start here" I cant put in a light. How do you de-select in the grid map to enable the "create light"?

 

Probably the player start is still selected. press "ESC" to deselect it.

 

Have you read the tutorial on the wiki, I think it covers the basic steps. :)

 

Edit: Here it is:

 

http://wiki.thedarkmod.com/index.php/...uide_Start_Here!

"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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Nope ESC isnt working as a deselect for some reason.

 

The link provided comes up blank.

 

The browser seems to be smart and strip out the ! at the end of the link. :( I added a redirect on the wiki, so it should work now :)

"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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Nope ESC isnt working as a deselect for some reason.

ESC really should work, so I'm not sure what's wrong here. Anyway, I can send you this as testmap. Just save it into a map file using a text editor, push it into the maps/ folder and open it in DarkRadiant:

 

Version 2
// entity 0
{
"classname" "worldspawn"
// primitive 0
{
brushDef3
{
( 0 0 1 -96 ) ( ( 0.00558035723789006 0 0 ) ( 0 0.00558035723789006 0 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
( 0 1 0 -480 ) ( ( 0.00558035723789006 0 0 ) ( 0 0.00558035723789006 254.0357142522627 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
( 1 0 0 -384 ) ( ( 0.00558035723789006 0 0 ) ( 0 0.00558035723789006 254.0357142522627 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
( -0 -1 -0 -416 ) ( ( 0.00558035723789006 0 0 ) ( 0 0.00558035723789006 254.0357142522627 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
( -1 -0 -0 -384 ) ( ( 0.00558035723789006 0 0 ) ( 0 0.00558035723789006 254.0357142522627 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
( -0 -0 -1 64 ) ( ( 0.00558035723789006 0 0 ) ( 0 0.00558035723789006 0 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
}
}
// primitive 1
{
brushDef3
{
( 0 0 1 -448 ) ( ( 0.00558035723789006 0 255.8214285683875 ) ( 0 0.00558035723789006 0 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
( 0 1 0 -512 ) ( ( 0.00558035723789006 0 0 ) ( 0 0.00558035723789006 0 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
( 1 0 0 -384 ) ( ( 0.00558035723789006 0 255.8214285683875 ) ( 0 0.00558035723789006 0 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
( 0 0 -1 -384 ) ( ( 0.00558035723789006 0 255.8214285683875 ) ( 0 0.00558035723789006 0 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
( -1 -0 -0 -384 ) ( ( 0.00558035723789006 0 0.1785714316124819 ) ( 0 0.00558035723789006 0 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
( -0 -1 -0 480 ) ( ( 0.00558035723789006 0 0 ) ( 0 0.00558035723789006 0 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
}
}
// primitive 2
{
brushDef3
{
( 0 0 1 -448 ) ( ( 0.00558035723789006 0 0 ) ( 0 0.00558035723789006 255.8214285683875 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
( 0 1 0 -480 ) ( ( 0.00558035723789006 0 0.1785714316124819 ) ( 0 0.00558035723789006 0 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
( 1 0 0 -416 ) ( ( 0.00558035723789006 0 0 ) ( 0 0.00558035723789006 0 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
( 0 0 -1 -384 ) ( ( 0.00558035723789006 0 0 ) ( 0 0.00558035723789006 0.1785714316124819 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
( -0 -1 -0 -416 ) ( ( 0.00558035723789006 0 255.8214285683875 ) ( 0 0.00558035723789006 0 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
( -1 0 0 384 ) ( ( 0.00558035723789006 0 0 ) ( 0 0.00558035723789006 0 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
}
}
// primitive 3
{
brushDef3
{
( 0 1 0 -480 ) ( ( 0.00558035723789006 0 0 ) ( 0 0.00558035723789006 255.8214285683875 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
( 1 0 0 -384 ) ( ( 0.00558035723789006 0 0 ) ( 0 0.00558035723789006 255.8214285683875 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
( 0 0 -1 -416 ) ( ( 0.00558035723789006 0 0 ) ( 0 0.00558035723789006 0 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
( -0 -1 -0 -416 ) ( ( 0.00558035723789006 0 0 ) ( 0 0.00558035723789006 255.8214285683875 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
( -1 -0 -0 -384 ) ( ( 0.00558035723789006 0 0 ) ( 0 0.00558035723789006 255.8214285683875 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
( 0 0 1 384 ) ( ( 0.00558035723789006 0 0 ) ( 0 0.00558035723789006 0 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
}
}
// primitive 4
{
brushDef3
{
( 0 0 1 -448 ) ( ( 0.00558035723789006 0 0.1785714316124819 ) ( 0 0.00558035723789006 0 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
( 1 0 0 -384 ) ( ( 0.00558035723789006 0 0.1785714316124819 ) ( 0 0.00558035723789006 0 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
( 0 0 -1 -384 ) ( ( 0.00558035723789006 0 0.1785714316124819 ) ( 0 0.00558035723789006 0 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
( -0 -1 -0 -448 ) ( ( 0.00558035723789006 0 0 ) ( 0 0.00558035723789006 0 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
( -1 -0 -0 -384 ) ( ( 0.00558035723789006 0 255.8214285683875 ) ( 0 0.00558035723789006 0 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
( 0 1 0 416 ) ( ( 0.00558035723789006 0 0 ) ( 0 0.00558035723789006 0 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
}
}
// primitive 5
{
brushDef3
{
( 0 0 1 -448 ) ( ( 0.00558035723789006 0 0 ) ( 0 0.00558035723789006 0.1785714316124819 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
( 0 1 0 -480 ) ( ( 0.00558035723789006 0 255.8214285683875 ) ( 0 0.00558035723789006 0 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
( 0 0 -1 -384 ) ( ( 0.00558035723789006 0 0 ) ( 0 0.00558035723789006 255.8214285683875 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
( -0 -1 -0 -416 ) ( ( 0.00558035723789006 0 0.1785714316124819 ) ( 0 0.00558035723789006 0 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
( -1 -0 -0 -416 ) ( ( 0.00558035723789006 0 0 ) ( 0 0.00558035723789006 0 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
( 1 0 0 384 ) ( ( 0.00558035723789006 0 0 ) ( 0 0.00558035723789006 0 ) ) "textures/darkmod/stone/brick/even_small_blocks01" 0 0 0
}
}
}
// entity 1
{
"classname" "light"
"name" "light_1"
"origin" "-128 -112 -176"
"light_center" "0 0 0"
"light_radius" "672 720 400"
}
// entity 2
{
"classname" "info_player_start"
"name" "info_player_start_1"
"origin" "-160 96 -384"
// dummy brush 0
{
brushDef3
{
( 0 0 -1 0 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0
( 0 0 1 -8 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0
( 0 -1 0 -16 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0
( 1 0 0 -16 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0
( 0 1 0 -16 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0
( -1 0 0 -16 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0
}
}
}

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ok, the model is now in-game. But it's black.

Also how do you take screen shots?

Tried print screen.

Print Screen will copy the current screen into your clipboard, you can paste it into a graphics app afterwards.

 

I think the default shortcut for taking screenies is F12. The screenshots will be saved to thiefs_den/screenshots/, although in TGA format (so you need to convert it using a graphics program anyway).

 

If the model is black, this means that the shaders are not working correctly. Please tell us if the console is telling you any warnings after you've loaded the map.

 

Does the model show up textured in DarkRadiant or is it blue/black/shader not found?

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The console can be dumped to a file with this command:

conDump

It will create a text file in the thiefs_den folder, IIRC.

 

So it seems there is something wrong with the material definition. Can you post the contents of the .mtr file you created?

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Print Screen will copy the current screen into your clipboard, you can paste it into a graphics app afterwards.

 

I think the default shortcut for taking screenies is F12. The screenshots will be saved to thiefs_den/screenshots/, although in TGA format (so you need to convert it using a graphics program anyway).

 

If the model is black, this means that the shaders are not working correctly. Please tell us if the console is telling you any warnings after you've loaded the map.

 

Does the model show up textured in DarkRadiant or is it blue/black/shader not found?

 

You can also issue "screenshot" on the console in Doom3 :)

"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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Here is the info from the "condump"

 

DOOM 1.3.1.1304 win-x86 Jan 16 2007 15:36:51

2999 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT

1024 MB System Memory

512 MB Video Memory

Winsock Initialized

Found interface: {4DC414A2-0764-405C-99FC-B6621E9155B0} Realtek RTL8139/810x F

amily Fast Ethernet NIC - 68.119.228.103/255.255.248.0

Sys_InitNetworking: adding loopback interface

doom using MMX & SSE & SSE2 & SSE3 for SIMD processing

enabled Flush-To-Zero mode

enabled Denormals-Are-Zero mode

------ Initializing File System ------

Loaded pk4 C:\Program Files\DOOM 3\base\game00.pk4 with checksum 0xf07eb555

Loaded pk4 C:\Program Files\DOOM 3\base\game01.pk4 with checksum 0x51c6981f

Loaded pk4 C:\Program Files\DOOM 3\base\game02.pk4 with checksum 0xf3ec6f7

Loaded pk4 C:\Program Files\DOOM 3\base\game03.pk4 with checksum 0x5d4230ea

Loaded pk4 C:\Program Files\DOOM 3\base\pak000.pk4 with checksum 0x28d208f1

Loaded pk4 C:\Program Files\DOOM 3\base\pak001.pk4 with checksum 0x40244be0

Loaded pk4 C:\Program Files\DOOM 3\base\pak002.pk4 with checksum 0xc51ecdcd

Loaded pk4 C:\Program Files\DOOM 3\base\pak003.pk4 with checksum 0xcd79d028

Loaded pk4 C:\Program Files\DOOM 3\base\pak004.pk4 with checksum 0x765e4f8b

Loaded pk4 C:\Program Files\DOOM 3\base\pak005.pk4 with checksum 0x8ffc3621

Loaded pk4 C:\Program Files\DOOM 3\base\pak006.pk4 with checksum 0x95b65ab

Loaded pk4 C:\Program Files\DOOM 3\base\pak007.pk4 with checksum 0x666bdb3c

Loaded pk4 C:\Program Files\DOOM 3\base\pak008.pk4 with checksum 0x23ae5993

Current search path:

C:\Program Files\DOOM 3/base

C:\Program Files\DOOM 3\base\pak008.pk4 (3 files)

C:\Program Files\DOOM 3\base\pak007.pk4 (38 files)

C:\Program Files\DOOM 3\base\pak006.pk4 (48 files)

C:\Program Files\DOOM 3\base\pak005.pk4 (63 files)

C:\Program Files\DOOM 3\base\pak004.pk4 (5137 files)

C:\Program Files\DOOM 3\base\pak003.pk4 (4676 files)

C:\Program Files\DOOM 3\base\pak002.pk4 (6120 files)

C:\Program Files\DOOM 3\base\pak001.pk4 (8972 files)

C:\Program Files\DOOM 3\base\pak000.pk4 (2698 files)

C:\Program Files\DOOM 3\base\game03.pk4 (2 files)

C:\Program Files\DOOM 3\base\game02.pk4 (2 files)

C:\Program Files\DOOM 3\base\game01.pk4 (2 files)

C:\Program Files\DOOM 3\base\game00.pk4 (2 files)

game DLL: 0x0 in pak: 0x0

Addon pk4s:

file system initialized.

--------------------------------------

----- Initializing Decls -----

------------------------------

------- Initializing renderSystem --------

using ARB renderSystem

renderSystem initialized.

--------------------------------------

5206 strings read from strings/english.lang

Couldn't open journal files

execing editor.cfg

execing default.cfg

execing DoomConfig.cfg

couldn't exec autoexec.cfg

5206 strings read from strings/english.lang

----- Initializing Sound System ------

sound system initialized.

--------------------------------------

----- R_InitOpenGL -----

Initializing OpenGL subsystem

...registered window class

...registered fake window class

...initializing QGL

...calling LoadLibrary( 'opengl32' ): succeeded

...calling CDS: ok

...created window @ 0,0 (1024x768)

Initializing OpenGL driver

...getting DC: succeeded

...PIXELFORMAT 10 selected

...creating GL context: succeeded

...making context current: succeeded

 

------- Input Initialization -------

Initializing DirectInput...

mouse: DirectInput initialized.

keyboard: DirectInput initialized.

------------------------------------

sound: STEREO

...using GL_ARB_multitexture

...using GL_ARB_texture_env_combine

...using GL_ARB_texture_cube_map

...using GL_ARB_texture_env_dot3

...using GL_ARB_texture_env_add

...using GL_ARB_texture_non_power_of_two

...using GL_ARB_texture_compression

...using GL_EXT_texture_compression_s3tc

...using GL_EXT_texture_filter_anisotropic

maxTextureAnisotropy: 16.000000

...using GL_1.4_texture_lod_bias

X..GL_EXT_shared_texture_palette not found

...using GL_EXT_texture3D

...using GL_EXT_stencil_wrap

...using GL_NV_register_combiners

...using GL_EXT_stencil_two_side

X..GL_ATI_fragment_shader not found

X..GL_ATI_text_fragment_shader not found

...using GL_ARB_vertex_buffer_object

...using GL_ARB_vertex_program

...using GL_ARB_fragment_program

...using EXT_depth_bounds_test

---------- R_NV20_Init ----------

---------------------------------

----------- R200_Init -----------

Not available.

---------- R_ARB2_Init ----------

Available.

---------------------------------

----- R_ReloadARBPrograms -----

glprogs/test.vfp

glprogs/test.vfp

glprogs/interaction.vfp

glprogs/interaction.vfp

glprogs/bumpyEnvironment.vfp

glprogs/bumpyEnvironment.vfp

glprogs/ambientLight.vfp

glprogs/ambientLight.vfp

glprogs/shadow.vp

glprogs/R200_interaction.vp

glprogs/nv20_bumpAndLight.vp

glprogs/nv20_diffuseColor.vp

glprogs/nv20_specularColor.vp

glprogs/nv20_diffuseAndSpecularColor.vp

glprogs/environment.vfp

glprogs/environment.vfp

glprogs/arbVP_glasswarp.txt: File not found

glprogs/arbFP_glasswarp.txt: File not found

-------------------------------

using ARB_vertex_buffer_object memory

using ARB2 renderSystem

found DLL in pak file: C:\Program Files\DOOM 3\base\game03.pk4/gamex86.dll

copy gamex86.dll to C:\Program Files\DOOM 3\base\gamex86.dll

game using MMX & SSE & SSE2 & SSE3 for SIMD processing

enabled Flush-To-Zero mode

enabled Denormals-Are-Zero mode

--------- Initializing Game ----------

gamename: baseDOOM-1

gamedate: Jan 16 2007

Initializing event system

...473 event definitions

Initializing class hierarchy

...142 classes, 191092 bytes for event callbacks

Initializing scripts

Compiled 'interpolateShaderParm': 1484.6 ms

---------- Compile stats ----------

 

Memory usage:

Strings: 79, 9648 bytes

Statements: 67875, 1357500 bytes

Functions: 2109, 250532 bytes

Variables: 147376 bytes

Mem used: 2476344 bytes

Static data: 2277552 bytes

Allocated: 3281600 bytes

Thread size: 7068 bytes

 

...6 aas types

game initialized.

--------------------------------------

-------- Initializing Session --------

WARNING: idChoiceWindow::InitVars: gui 'guis/mainmenu.gui' window 'SNDBPrimary

' references undefined cvar 's_driver'

session initialized

--------------------------------------

--- Common Initialization Complete ---

------------- Warnings ---------------

during DOOM 3 initialization...

WARNING: idChoiceWindow::InitVars: gui 'guis/mainmenu.gui' window 'SNDBPrimary

' references undefined cvar 's_driver'

1 warnings

guid set to qNdGbBZc//c

============= ReloadEngine start =============

--------- Game Map Shutdown ----------

--------------------------------------

Shutting down sound hardware

idRenderSystem::Shutdown()

Shutting down OpenGL subsystem

...wglMakeCurrent( NULL, NULL ): success

...deleting GL context: success

...releasing DC: success

...destroying window

...resetting display

...shutting down QGL

...unloading OpenGL DLL

------------ Game Shutdown -----------

--------- Game Map Shutdown ----------

--------------------------------------

Shutdown event system

--------------------------------------

------ Initializing File System ------

Loaded pk4 C:\Program Files\DOOM 3\base\game00.pk4 with checksum 0xf07eb555

Loaded pk4 C:\Program Files\DOOM 3\base\game01.pk4 with checksum 0x51c6981f

Loaded pk4 C:\Program Files\DOOM 3\base\game02.pk4 with checksum 0xf3ec6f7

Loaded pk4 C:\Program Files\DOOM 3\base\game03.pk4 with checksum 0x5d4230ea

Loaded pk4 C:\Program Files\DOOM 3\base\pak000.pk4 with checksum 0x28d208f1

Loaded pk4 C:\Program Files\DOOM 3\base\pak001.pk4 with checksum 0x40244be0

Loaded pk4 C:\Program Files\DOOM 3\base\pak002.pk4 with checksum 0xc51ecdcd

Loaded pk4 C:\Program Files\DOOM 3\base\pak003.pk4 with checksum 0xcd79d028

Loaded pk4 C:\Program Files\DOOM 3\base\pak004.pk4 with checksum 0x765e4f8b

Loaded pk4 C:\Program Files\DOOM 3\base\pak005.pk4 with checksum 0x8ffc3621

Loaded pk4 C:\Program Files\DOOM 3\base\pak006.pk4 with checksum 0x95b65ab

Loaded pk4 C:\Program Files\DOOM 3\base\pak007.pk4 with checksum 0x666bdb3c

Loaded pk4 C:\Program Files\DOOM 3\base\pak008.pk4 with checksum 0x23ae5993

Loaded pk4 C:\Program Files\DOOM 3\thiefs_den\darkmod.pk4 with checksum 0xae7f

9fe1

Loaded pk4 C:\Program Files\DOOM 3\thiefs_den\game01-base.pk4 with checksum 0x

d29e6284

Loaded pk4 C:\Program Files\DOOM 3\thiefs_den\thiefs_den.pk4 with checksum 0xb

87d41de

Current search path:

C:\Program Files\DOOM 3/thiefs_den

C:\Program Files\DOOM 3\thiefs_den\thiefs_den.pk4 (44 files)

C:\Program Files\DOOM 3\thiefs_den\game01-base.pk4 (2 files)

C:\Program Files\DOOM 3\thiefs_den\darkmod.pk4 (2 files)

C:\Program Files\DOOM 3/base

C:\Program Files\DOOM 3\base\pak008.pk4 (3 files)

C:\Program Files\DOOM 3\base\pak007.pk4 (38 files)

C:\Program Files\DOOM 3\base\pak006.pk4 (48 files)

C:\Program Files\DOOM 3\base\pak005.pk4 (63 files)

C:\Program Files\DOOM 3\base\pak004.pk4 (5137 files)

C:\Program Files\DOOM 3\base\pak003.pk4 (4676 files)

C:\Program Files\DOOM 3\base\pak002.pk4 (6120 files)

C:\Program Files\DOOM 3\base\pak001.pk4 (8972 files)

C:\Program Files\DOOM 3\base\pak000.pk4 (2698 files)

C:\Program Files\DOOM 3\base\game03.pk4 (2 files)

C:\Program Files\DOOM 3\base\game02.pk4 (2 files)

C:\Program Files\DOOM 3\base\game01.pk4 (2 files)

C:\Program Files\DOOM 3\base\game00.pk4 (2 files)

game DLL: 0x0 in pak: 0x0

Addon pk4s:

file system initialized.

--------------------------------------

background thread already running

----- Initializing Decls -----

------------------------------

------- Initializing renderSystem --------

renderSystem initialized.

--------------------------------------

5166 strings read from strings/english.lang

Couldn't open journal files

 

 

Here is the mtr.

 

j_dngn_crss_01a // << this is the shader name

{

diffusemap models/darkmod/props/textures/j_dngn_crss_01a

}

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Here is the info from the "condump"

It seems you haven't started the map before you took the conDump. Could you try to run the map so that the engine tries to load your files. It will (hopefully) write any errors to the console while loading the map and then you can conDump the stuff and post it here.

 

 

Here is the mtr.

 

j_dngn_crss_01a //

{

diffusemap models/darkmod/props/textures/j_dngn_crss_01a

}

Looks about right, assuming that the j_dngn_crss_01a.tga file is actually in the thiefs_den/models/darkmod/props/textures/ folder. Can you confirm that.

 

Btw: the line behind the double-slash // is just a comment I placed for clarity's sake. You can remove that one including the "//". The shader name j_dngn_crss_01a is enough.

 

Can you send me your model once again? I'd like to check if it's correctly referencing this shader.

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