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Doom3
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These notes are to be taken with a huge grain of salt.
It works but it may not be the proper way to do things.
There's a lot of conflicting information on doom3 modding when it
comes to directory structure and forward vs backward slashes. |
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Initial Setup |
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Install
to non-default directory with no spaces in the name and no
capitalization. use "c:\doom3" instead of "c:\Program Files\Doom
3" |
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DoomConfig.cfg, doomkey... etc are all added by the doom editor. |
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Assuming that mymod is the name of the custom folder |
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Create a directory in doom3 "c:\doom3\mymod".
Inside that create folders maps, models, textures and materials.
Create a text file named "description.txt" inside mymod with a single line of text which
will be the title in the mod selection screen. Right click the
file and send to a zip archive. Rename the archive from
"description.zip" to "description.pk4"(the name and contents of the zip
file don't matter, only the pk4 at the end is important). Folder
items will be given higher priority than the contents of the pk4
file. |
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Copy the doom3 shortcut and
rename it "doom3 editor". Right click and change target to
"C:\Doom3\Doom3.exe +set r_fullscreen 0 +editor +set fs_game mymod".
This sets the doom3 to run in a window instead of full screen,
startup in the editor and set it to use the mymod folder. |
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Editor notes |
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Save
map in "c:\doom3\mymod\maps\mymap.map" and then prepare the map with
bsp. Push the play game button then Ctrl-Alt-~(tilde) to
invoke the console and type:
"map mymap"
to exit the game invoke the console and type "quit"
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always use grid snapping,
click outside a brush to scale it, inside to move it, esc to clear
selection, select brush then click a texture to assign it, backspace to
delete selected object
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right mouse pan, mouse wheel zoom, ins/del zoom, ctrl
ins/del zoom in Z(1D),right mouse walk(3D), ctrl right mouse
up/down(3D), arrow keys,a/z pitch up/down(3D), end center camera pitch,
middle mouse aim camera(2D), ctrl middle mouse move camera(2D), F7 F3
render mode |
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save map before bsp-bsp |
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Static Model Import |
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meshes must be triangulated, use square textures(?) and have a uv map |
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Save ASE/LWO files in c:\doom3\mymod\models\mymodels. |
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Store the tga bitmap files in c:\doom3\mymod\textures. |
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Create a text file in
"c:\doom3\mymod\materials\mymaterialfile.mtr". The name of the
file doesn't matter. Only the contents matter. |
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contents of the mtr file like so(note forward slashes):
mymaterials/mysurface
{
diffusemap textures/thenameofthebitmap_d.tga
} |
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"mymaterials/mysurface" is the name of the material not a file path.
"textures/thenameofthebitmap_d.tga" is the path and name of the texture bitmap file
The normal map and specular maps can be added here and the corresponding tga files stored in the textures folder. |
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For LWO files use "mymaterials\mysurface" as the surface name inside lightwave |
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theory: doom3 can take multiple diffuse maps they just have to be defined in the mtr file |
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Edit the ASE file with notepad and change the *BITMAP line to
*BITMAP "\\mymod\mymaterials\mysurface".
"\\mymod\mymaterials\mysurface" is a combination of the base path, "mymod" and material name, "mymaterials\mysurface".
"*BITMAP \\mymod\textures\thenameofthebitmap_d.tga" only allows diffuse texture and doesn;t require an mtr file be created. |
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New ase notes
for direct tga bitmap use forward slashes ? test and it works either way for bitmaps
bitmaps seem to almost glow where materials react to lighting
mtr file not needed if use just a tga bitmap but object wont repond to lighting
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for all files use lower case
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no spaces in the names of anything(files, materials etc)
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