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*5/20/05

Having read that ET: Quake Wars uses something called "MegaTexture" to make huge realistic terrains, based off the D3 engine & that D3 has a "megaTexture" material keyword & megatexture c_var's, I asked Brian @ iddevNet if it's usable in D3.  Here's the responce:

 It doesn't actually work correctly in the released version of Doom 3 (of course it does work in the version that Splash Damage is using).

So, it doesn't work in D3.  :(  Just telling those who may wonder.

*05/15/05

Sparked by this thread on PlanetDoom, I decided to look into making all monsters throw out gibs upon death.  It's actually pretty easy to make each non-zombie monster gib.  First off, extract the .DEF file from the pak000.pk4 file to base/def (I used monster_demon_imp.def).  Open it up.  Next, open up monster_zombie_base.def (no need to extract it).  Right under the entitydef "zombie_default" you'll see "// gibs common for all zombies."  Below this is the gib info for all the zombies (all zombies use monster_zombie as a base so they all gib like this).  However, this doesn't help us to gib out imp.

Select & copy everything between "// gibs common for all zombies" and the "}" that closed that def.  Now find the "entityDef monster_demon_imp" section in your monster_demon_imp.def file.  Past that gib into into that entityDef section (I recomend putting it near the damage section, and that you use comments to tell what you did).  Save that file, load D3, the testmap, spawn an imp, give all weapons, fire a rocket and it gibs! :)

Just so you know, this isn't the type of gibbing that lets you blow off arms & stuff.  That would take more work.  Here are some pics to show you the difference:

imp gibbed

imp gibbing

imp no gib 

non-imp gibbing

PS: if it doesn't seem to work, make sure you copy/pased the "gibs" "1" line.  That's required.

 

*05/05/05

AVIDemo info

People always want to know about avidemo.  So, I contacted Brian & id, and after several back & forth e-mails (plus lots of experimenting), here's what's up with it:

com_avidemotics 1 is 15fps

com_avidemotics 2 is 30fps

com_avidemotics 3 is 45fps

com_avidemotics 4 is 60fps

com_showdemo 1 will tell you the frame info in the console.  If it skips any frames, you'll be able to see.

recording a demo doesn't record GUI's & the sound recording is borked.  I reccomend using a sound recording app (such as sound recorder) & record the stereo mix.  That will get everything that leaves though the audio out.

avigame DOES record gui's but can be hard to control as it's writing every frame to a TGA file.

 

*05/04/05

Today I was asked if I knew how to speed up the shotgun firerate.  It's not in the .def or .script file.  The firerate is only the minimum time between fires and the cocking cycle messed that up.  So.. off to the .md5 files...

In the md5 files where's a line called "numframes."  This is the number of frames in the animation.  Reducing this will make the gun fire faster, but other things depend on the number of frames in the animation (such as the sound FX for the shot). 

Next on the list was "framerate."  This was 24.  Changed this to 48.  This doubled the reload & fire animation.  Bingo! Just want we wanted!  To figure out how fast (or slow) you want the animation to run, use this forumula:

Firerate = AnimFrameRate * (%increase / 100)

example: 24 * (200 / 100) = 24 * 2 = 48

Simple!  Enjoy!