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Jerboa would like to assist


Jerboa

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I waited a few mins then tried it again. Hope this helps.

Double checked the path and the texture is there.

 

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': 1565.8 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

execing editor.cfg

execing default.cfg

execing DoomConfig.cfg

couldn't exec autoexec.cfg

5166 strings read from strings/english.lang

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

sound system initialized.

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

----- R_InitOpenGL -----

Initializing OpenGL subsystem

...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\thiefs_den\darkmod.pk4/gamex86.

dll

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

WARNING: CVar 'pm_crouchviewheight' declared multiple times with different ini

tial value

WARNING: CVar 'pm_usecylinder' declared multiple times with different initial

value

WARNING: CVar 'pm_walkspeed' declared multiple times with different initial va

lue

WARNING: CVar 'gamedate' declared multiple times with different initial value

WARNING: CVar 'g_version' declared multiple times with different initial value

 

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 17 2008

Initializing event system

...700 event definitions

Initializing class hierarchy

...160 classes, 313600 bytes for event callbacks

Initializing scripts

Compiled 'weapon_base::ExitCinematic': 323.8 ms

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

 

Memory usage:

Strings: 38, 4880 bytes

Statements: 24183, 483660 bytes

Functions: 1192, 125472 bytes

Variables: 81980 bytes

Mem used: 1199856 bytes

Static data: 2277552 bytes

Allocated: 2827252 bytes

Thread size: 7068 bytes

 

...8 aas types

game initialized.

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

Parsing material files

------------ RCF Server started -----------

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

WARNING: Couldn't load sound 'sound.wav' using default

session initialized

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

============= ReloadEngine end ===============

WARNING: Unknown string id #str_07186

WARNING: Unknown string id #str_07186

]dmap jjmodeltest

---- dmap ----

--- LoadDMapFile ---

loading maps/jjmodeltest

6 total world brushes

0 total world triSurfs

0 patches

4 entities

38 planes

0 areaportals

size: -416, -448, -416 to 416, 512, 448

############### entity 0 ###############

--- FaceBSP ---

36 faces

80 leafs

0.0 seconds faceBsp

----- MakeTreePortals -----

----- FilterBrushesIntoTree -----

6 total brushes

24 cluster references

--- FloodEntities ---

8 flooded leafs

--- FillOutside ---

24 solid leafs

48 leafs filled

8 inside leafs

----- ClipSidesByTree -----

--- FloodAreas ---

area 0 has 8 leafs

1 areas

----- PutPrimitivesInAreas -----

----- BuildLightShadows -----

----- CreateLightShadow 05BDBCD0 -----

0.0 seconds for BuildLightShadows

----- OptimizeEntity -----

----- OptimizeAreaGroups Results -----

48 tris in

12 tris after edge removal optimization

12 tris after final t junction fixing

----- FixGlobalTjunctions -----

############### entity 2 ###############

--- FaceBSP ---

6 faces

20 leafs

0.0 seconds faceBsp

----- MakeTreePortals -----

----- FilterBrushesIntoTree -----

1 total brushes

4 cluster references

----- ClipSidesByTree -----

--- FloodAreas ---

area 0 has 16 leafs

1 areas

----- PutPrimitivesInAreas -----

----- OptimizeEntity -----

----- OptimizeAreaGroups Results -----

32 tris in

12 tris after edge removal optimization

12 tris after final t junction fixing

----- FixGlobalTjunctions -----

----- WriteOutputFile -----

writing maps/jjmodeltest.proc

0 total shadow triangles

0 total shadow verts

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

1 seconds for dmap

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

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

WARNING: Unknown string id #str_07186

WARNING: Unknown string id #str_07186

collision data:

2 models

44 vertices (1 KB)

82 edges (2 KB)

38 polygons (2 KB)

7 brushes (0 KB)

4 nodes (0 KB)

38 polygon refs (0 KB)

7 brush refs (0 KB)

24 internal edges

0 sharp edges

0 contained polygons removed

0 polygons merged

8 KB total memory used

1 msec to load collision data.

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

0 seconds to create collision map

no entities in map that use aas48

========================================

===============

no entities in map that use aas96

========================================

===============

no entities in map that use aas_guardian

========================================

===============

no entities in map that use aas_mancubus

========================================

===============

no entities in map that use aas_sabaoth

========================================

===============

no entities in map that use aas_cyberdemon

========================================

===============

no entities in map that use aas32

========================================

===============

no entities in map that use aas100

]map jjmodeltest

WARNING: Unknown string id #str_07191

guid set to qNdGbBZc//c

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

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

reloading guis/mainmenu.gui.

reloading guis/restart.gui.

reloading guis/gameover.gui.

reloading guis/msg.gui.

reloading guis/takeNotes.gui.

reloading guis/intro.gui.

reloading guis/netmenu.gui.

--------- Map Initialization ---------

Map: jjmodeltest

----------- Game Map Init ------------

collision data:

2 models

44 vertices (1 KB)

82 edges (2 KB)

38 polygons (2 KB)

7 brushes (0 KB)

4 nodes (0 KB)

38 polygon refs (0 KB)

7 brush refs (0 KB)

24 internal edges

0 sharp edges

0 contained polygons removed

0 polygons merged

8 KB total memory used

1 msec to load collision data.

map bounds are (832.0, 960.0, 864.0)

max clip sector is (52.0, 60.0, 54.0)

0 bytes passage memory used to build PVS

0 msec to calculate PVS

1 areas

0 portals

0 areas visible on average

4 bytes PVS data

[Load AAS]

loading maps/jjmodeltest.aas48

[Load AAS]

loading maps/jjmodeltest.aas96

[Load AAS]

loading maps/jjmodeltest.aas_guardian

[Load AAS]

loading maps/jjmodeltest.aas_mancubus

[Load AAS]

loading maps/jjmodeltest.aas_sabaoth

[Load AAS]

loading maps/jjmodeltest.aas_cyberdemon

[Load AAS]

loading maps/jjmodeltest.aas32

[Load AAS]

loading maps/jjmodeltest.aas100

Entering doom_main()

Exiting doom_main()

Spawning entities

loaded collision model models/darkmod/dungeon/j_dngn_crss_01a.lwo

...5 entities spawned, 0 inhibited

 

==== Processing events ====

WARNING: idChoiceWindow:: gui 'guis/mpmain.gui' window 'OS6Primary' has value

count unequal to choices count

WARNING: idChoiceWindow:: gui 'guis/mpmain.gui' window 'EAXPrimary' has value

count unequal to choices count

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

references undefined cvar 's_driver'

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

SpawnPlayer: 0

WARNING: Couldn't load sound 'sound/sfx/bubbles1.ogg' using default

WARNING: Couldn't load sound 'sound/sfx/bubbles2.ogg' using default

WARNING: Couldn't load sound 'sound/sfx/bubbles3.ogg' using default

WARNING: Couldn't load sound 'sound/sfx/bubbles11.ogg' using default

WARNING: Couldn't load sound 'sound/sfx/bubbles12.ogg' using default

WARNING: Couldn't load sound 'sound/sfx/bubbles13.ogg' using default

WARNING: Couldn't load sound 'sound/sfx/tools/misc/pagan_orb_return1.ogg' usin

g default

WARNING: Couldn't load sound 'sound/sfx/movement/footsteps/human_snow01.ogg' u

sing default

WARNING: Couldn't load sound 'sound/sfx/movement/footsteps/human_snow02.ogg' u

sing default

WARNING: Couldn't load sound 'sound/sfx/movement/footsteps/human_snow03.ogg' u

sing default

WARNING: Couldn't load sound 'sound/sfx/movement/footsteps/human_snow04.ogg' u

sing default

glprogs/heatHaze.vfp

glprogs/heatHaze.vfp

glprogs/heatHazeWithMask.vfp

glprogs/heatHazeWithMask.vfp

removed 12 degenerate triangles

WARNING: Couldn't load sound 'sound/ambient/ambience/underwater.ogg' using def

ault

WARNING: Couldn't load gui: 'guis/underwater.gui'

----- idRenderModelManagerLocal::EndLevelLoad -----

0 models purged from previous level, 28 models kept.

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

----- idImageManager::EndLevelLoad -----

WARNING: Couldn't load image: textures/darkmod/decals/vegetation/tropical_broa

dleaf

WARNING: Couldn't load image: itemhighlightshell

0 purged from previous

176 kept from previous

217 new loaded

all images loaded in 9.2 seconds

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

----- idSoundCache::EndLevelLoad -----

2543k referenced

3805k purged

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

sound: missing efxs/jjmodeltest.efx

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

10781 msec to load jjmodeltest

idRenderWorld::GenerateAllInteractions, msec = 0, staticAllocCount = 0.

interactionTable size: 42824 bytes

6 interaction take 672 bytes

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

during jjmodeltest...

WARNING: Couldn't load gui: 'guis/underwater.gui'

WARNING: Couldn't load image: itemhighlightshell

WARNING: Couldn't load image: textures/darkmod/decals/vegetation/tropical_broa

dleaf

WARNING: Couldn't load sound 'sound/ambient/ambience/underwater.ogg' using def

ault

WARNING: Couldn't load sound 'sound/sfx/bubbles1.ogg' using default

WARNING: Couldn't load sound 'sound/sfx/bubbles11.ogg' using default

WARNING: Couldn't load sound 'sound/sfx/bubbles12.ogg' using default

WARNING: Couldn't load sound 'sound/sfx/bubbles13.ogg' using default

WARNING: Couldn't load sound 'sound/sfx/bubbles2.ogg' using default

WARNING: Couldn't load sound 'sound/sfx/bubbles3.ogg' using default

WARNING: Couldn't load sound 'sound/sfx/movement/footsteps/human_snow01.ogg' u

sing default

WARNING: Couldn't load sound 'sound/sfx/movement/footsteps/human_snow02.ogg' u

sing default

WARNING: Couldn't load sound 'sound/sfx/movement/footsteps/human_snow03.ogg' u

sing default

WARNING: Couldn't load sound 'sound/sfx/movement/footsteps/human_snow04.ogg' u

sing default

WARNING: Couldn't load sound 'sound/sfx/tools/misc/pagan_orb_return1.ogg' usin

g default

WARNING: idChoiceWindow:: gui 'guis/mpmain.gui' window 'EAXPrimary' has value

count unequal to choices count

WARNING: idChoiceWindow:: gui 'guis/mpmain.gui' window 'OS6Primary' has value

count unequal to choices count

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

references undefined cvar 's_driver'

18 warnings

]condump testmodel02

Dumped console text to testmodel02.txt.

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Thanks for the model, I can see the problem: the LWO file is not referencing the shader. Obviously Doom 3's Console is not very helpful in this case - anyway, looking at the ModelSelector in DarkRadiant you can see this:

 

dr_modelselector.jpg

 

The model is claiming to need a shader named "default", which is not the one you defined in the .mtr. Back in Lightwave, open the Surface Editor and you can see where this comes from:

 

lwo_problem.jpg

 

In this case, select the "default" material, and choose "Rename" in the upper left area. Then type in your shader name: j_dngn_crss_01a. Hit Save and go back to DarkRadiant. Close the ModelSelector in case you have it still open and choose File > Reload Models. Then open the ModelSelector again, the model should reference the correct shader now:

 

dr_modelselector2.jpg

 

Does this help?

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After applying the corrections listed. The model still shows black in-game.

 

Would the lwo. file format make a difference?

ie... Lightwave 5.6 or lightwave 6.8 or later.

I've been using the 6.8 or later format in Ultimate unwrap3d pro.

 

I can also export in doom3 md5b if that helps any.

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Hm, it's still possible that your material declaration is not correct or not regarded. Does the model show in DarkRadiant? I can't look into it until the evening, I'm almost out of the door right now, sorry!

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Would the lwo. file format make a difference?

ie... Lightwave 5.6 or lightwave 6.8 or later.

 

Nope, that wouldn't matter.

 

You're sure the surface name is now the same name as your material entry? If it is, and if the material entry has the correct paths to the texture, it should work. The texture is saved as a .tga file?

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Hm, it's still possible that your material declaration is not correct or not regarded. Does the model show in DarkRadiant? I can't look into it until the evening, I'm almost out of the door right now, sorry!

 

The model shows in DR. The console reads the following error.

Definition not found: dngn_crss

 

Does it matter what format I save the .mtr?

I just use regular note pad and save it as an ANSI.

 

The texture is a tga.

 

I'll go thru re-check everything.

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The format is not important, but the part with "dngn_crss" not being found puzzles me. This should be your shader name but this is not the correct one.

 

Can you send me your current .mtr, the .lwo and the .tga file to my E-Mail? I'll try to check that out here at work using DarkRadiant.

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The format is not important, but the part with "dngn_crss" not being found puzzles me. This should be your shader name but this is not the correct one.

 

Can you send me your current .mtr, the .lwo and the .tga file to my E-Mail? I'll try to check that out here at work using DarkRadiant.

 

You have mail.

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Ah, I can see the problem: the material definition is wrong, there is a closing curly bracket missing:

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

 

It should be like this:

dngn_crss
{
  diffusemap	   models/darkmod/props/textures/dngn_crss
}

With this change, it works on my system.

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Thanks for the model, I can see the problem: the LWO file is not referencing the shader. Obviously Doom 3's Console is not very helpful in this case - anyway, looking at the ModelSelector in DarkRadiant you can see this:

 

post-406-1218601491_thumb.jpg

 

The model is claiming to need a shader named "default", which is not the one you defined in the .mtr.

 

My package scripts would actually throw an error if you feed it a map with that model because the material definition "default" would not be found in any material file :)

 

That won't help here as Jerboa doesn't have the full mod yet, but it can be used in other cases. We still have a few models with "Default" shader or other wrong names in them.

"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 double checked everything. That tail end must have been cut off when I e-mailed it to you.

 

In DR it's still saying "Definition not found: dngn_crss"

 

Model continues to load in black.

 

Does it show up black in-game for you?

The model showed fine in DarkRadiant, which is a 98% indication that it will show up in game too.

 

Voilà:

 

dungeon_cross.jpg

 

Could the curly brace possibly be cut off within the ZIP file? Anyway, can you confirm that contents of the .mtr file are looking exactly like the one I posted above?

 

Wait - did you rename the material file to have a .txt extension on purpose? It looks like this in the ZIP you sent me:

dngn_crss.mtr.txt

It should be dngn_crss.mtr (without .txt) - are you sure you got the file extension correct in your Windows Explorer? Perhaps your Windows Explorer is set to hide the extension, which could result in such a file.

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The model showed fine in DarkRadiant, which is a 98% indication that it will show up in game too.

 

Voilà:

 

post-406-1218655511_thumb.jpg

 

Could the curly brace possibly be cut off within the ZIP file? Anyway, can you confirm that contents of the .mtr file are looking exactly like the one I posted above?

 

Wait - did you rename the material file to have a .txt extension on purpose? It looks like this in the ZIP you sent me:

dngn_crss.mtr.txt

It should be dngn_crss.mtr (without .txt) - are you sure you got the file extension correct in your Windows Explorer? Perhaps your Windows Explorer is set to hide the extension, which could result in such a file.

 

Yes, the txt extension was hidden. I deleted it and now it matches the other mtrs instead of showing as a notpad icon.

 

Gonna test in-game now.

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You're welcome. There are still a few steps left to go before the model is actually ready, but at least you have your first result.

 

I was thinking that this conversation should perhaps be moved back to the public forums - I believe it could be quite instructive for others. What do my fellow team members think?

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Ah, I see you're coming along now. :) Looks quite good now, maybe a bit on the blocky side, but a nice model to start from. One could argue that the stairs could be made out of brushes too, but it's ok to put them in the model too.

 

Did you use a wood texture from thiefs_den? These have normalmaps already applied, so it might save you a bit of work. We also have a rope texture which has a reasonable normalmap.

 

How many polys is this model?

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You should take into consideration the direction of wood grain too. The wood grain on the sides of the stairs would be running lengthwise along the beam rather than up and down. The easiest thing to do is rotate your uv-map to match.

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Thats the next step I wouldnt mind learning. How to make normalmaps. know of any walk thrus for that procedure?

Here you go:

http://wiki.thedarkmod.com/index.php/...exture_Tutorial

Cartographer's Note FM: in production.

Download Old Comrades, Old Debts FM or Mistrz Effects demo and see my old projects!

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Looks great to me!

 

As greebo said, tho, it would be better if the staircase etc. are not part of the model for the following reasons:

 

* they can be easily build from brushes (on which AI can pathfind, they cannot pathfind on a model without monsterclip brushes helping them along)

* the model will always look the same, with brushes, you can retexture or reshape the stairs and platform easily

* the hanging ropes could be useful as standalone models to put them somewhere else - but if they are part of a big model, the mapper cannot break the model apart.

 

Or in other words, it is better to have smaller models that just add interestin details to the world than to have entire structures made as a model. (all with exceptions, of course :)

 

Of course, please don't let this distract you from leaning the ropes (no pun :D - Id say you do mighty fine :)

"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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A few more noob Q's.

I found a good link on making normals here http://www.fpsbanana.com/tuts/6641.

Now, once the normal is made. How would you apply it to the model? or do you simply edit the mtr. If not will I need Lightwave Modeler for this?

You don't need to do anything in Lightwave's Surface Editor, that's the beauty of the D3 shader system.

 

Save the normalmap to models/darkmod/props/textures/dngn_cross_local. I'm not remembering whether you used dngn_crss or dngn_cross (with o), so double-check that. You could also use dungeon_cross to avoid confusion.

 

So assuming you have the normalmap file ready, you just need to edit your material file. Before I just showed you the diffusemap declaration in the shader, which is only the tip of the iceberg. Use the bumpmap expression to add a normalmap to the shader:

dngn_cross
{
  diffusemap	  models/darkmod/props/textures/dngn_cross
  bumpmap		models/darkmod/props/textures/dngn_cross_local
}

Now it's also time to name your texture files accordingly. We have the convention of using _local postfix for all normalmaps. _s is for specular maps and _ed for editor images.

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