Missing assets for standalone TDM: Difference between revisions

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== Missing assets ==
== Missing assets ==
Too see missing assets by map, see [[missing assets by map]].


=== Textures ===
=== Textures ===
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Missing for the new SL (these might be shaders, not textures, it is hard to tell):
Missing for the new SL (these might be shaders, not textures, it is hard to tell):


* <strike>textures/decals/a_stain01_d01a</strike>
* <strike>textures/decals/ballburn01_fx</strike>
* <strike>textures/decals/dirtblast</strike>
* <strike>textures/decals/dsplat5</strike>
* <strike>textures/decals/fgrill2</strike>
* <strike>textures/decals/genericdamage</strike>
* <strike>textures/decals/graffiti2</strike>
* <strike>textures/decals/handprint02</strike>  ''(there was also a textures/decals/handprint02_d added)''
* <strike>textures/decals/mcu_slimestain</strike>
* <strike>textures/decals/scorch2</strike>
* <strike>textures/decals/sdirt10</strike>
* <strike>textures/decals/sdirt11</strike>
* <strike>textures/decals/splat11</strike>
* <strike>textures/decals/stain02</strike>
* textures/particles/bloodspray  ''(trunk/dds/textures/particles/bloodspray1-4.dds were uploaded)''
* textures/particles/boomboom
* <strike>textures/particles/droppuddle</strike>
* <strike>textures/particles/fbeam</strike>
* textures/particles/pfirebig
* textures/particles/pfiresmall2
* <strike>textures/particles/preamble</strike>
* <strike>textures/particles/snowball</strike>


Missing otherwise:


*<strike> textures/decals/ballburn01</strike>
* <strike>textures/decals/bloodspray</strike>
* <strike>textures/decals/bulleth02</strike>
* <strike>textures/decals/fly</strike>[
* <strike>textures/decals/hurt02</strike>
* <strike>textures/decals/sdirt11a</strike>
* <strike>textures/decals/splat1 .. textures/decals/splat9</strike>
* textures/decals/stain01b  ''( a textures/decal/stain01b_s.dds was uploaded...is that the same?)''
* textures/decals/stain01b  ''( a textures/decal/stain01b_s.dds was uploaded...is that the same?)''
* <strike>textures/decals/stain03</strike>
 
* <strike>textures/decals/stainwall</strike>
 
* <strike>textures/decals/stainwallfade</strike>
* <strike>textures/glass/glass1</strike>
* textures/glass/outdoor_glass1fx
* textures/hell/dirt02
* textures/hell/dirt02_s
* textures/hell/wood1
* textures/hell/wood1
* textures/hell/lava1
* textures/hell/lava1
* textures/particles/billow3_glow
 
* textures/particles/billow_glow
* textures/particles/billow_glow
* textures/particles/boomboom
 
* textures/particles/boomboom2
* textures/particles/boomboom3
* textures/particles/drop2
* textures/particles/drop2
* textures/particles/dust
* textures/particles/dust
* textures/particles/pfiresmall2
 
* textures/particles/plasma
* textures/particles/plasma
* textures/particles/spark3
 
* textures/particles/s_lightning2_whi
* textures/particles/s_lightning2_whi
* textures/particles/s_lightning_masked
* textures/particles/s_lightning_masked
* textures/sfx/vp1
 
* textures/sfx/vpring3
* textures/sfx/vpring3
* thunderlight1
* thunderlight1
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* thunderlightsky2
* thunderlightsky2
* topc
* topc
=== Cube maps ===
* env/gen2


=== Sounds ===
=== Sounds ===


* _default.wav
* _default.wav <-- I can't find this
* <strike>activate_airpump_02.wav</strike>
* admin_impdoor_creak.wav
* admin_impdoor_creak.wav
* alarm.wav
* alarm.wav
* ambient_metal_stresses.wav
 
* bodyparts.wav
* bodyparts.wav
* bones_fall.wav
* book_impact.wav  <--- a search through all .sndshader files shows no reference to this sound?
* breakable_light_hum.wav
* bridge_up_speaker.wav
* bridge_up_speaker.wav
* bullet_impact_flesh.wav  <--- a search through all .sndshader files shows no reference to this sound?
* bullet_impact_stone.wav
 
* bullet_impact_wood.wav
* <strike>burger_impact.wav</strike>
* caco_projectile.wav
* caco_projectile.wav
* cage_elevatordoor_close.wav
* cage_elevatordoor_open.wav
* ceiling_tiles.wav
* ceiling_tiles.wav
* cpu_m3_loop.wav
* d3dm5_generator_off.wav
* d3dm5_generator_on.wav
* default_door_unlocked.wav (this is only used as temprorary sound for our entityDef atdm:alarm_sound entity... probably doesn't need a similar replacement)
* default_door_unlocked.wav (this is only used as temprorary sound for our entityDef atdm:alarm_sound entity... probably doesn't need a similar replacement)
* e3_metalbash_01.wav
* e3_metalbash_01.wav
* elevator_moving_loop.wav
 
* fire_torch01_small.wav
* fist_impact.wav
* glass_bullethole.wav
* glass_bullethole.wav
* glass_shatter.wav
* glass_shatter.wav
* hell_gatelower.wav
* hell_gatelower.wav
* hh_door_movement_1.wav
<strike>* light_flicker_104.wav</strike>
* light_flicker_124.wav
* light_hum_102.wav
* loop_hum_01.wav
* m3_loop.wav
* m3_start.wav
* m3_stop.wav
* metalbounce_1.wav
* metalbounce_1.wav
* monster_demon_archvile_die.wav
* monster_demon_archvile_die.wav
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* monster_demon_maggot_melee2.wav
* monster_demon_maggot_melee2.wav
* monster_demon_pinky_sight2.wav
* monster_demon_pinky_sight2.wav
* <strike>monster_zombie_boney_chatter.wav</strike>
* <strike>monster_zombie_boney_chatter_combat.wav</strike>
* <strike>monster_zombie_boney_die.wav</strike>
* <strike>monster_zombie_boney_pain.wav</strike>
* <strike>monster_zombie_boney_sight.wav</strike>
* monster_zombie_maint_footstep.wav
* monster_zombie_maint_thud.wav
* null.wav
* null.wav
* paper_impact.wav
 
* pool_ball_impact.wav
* pool_ball_impact.wav
* rec1_steamchuff.wav
* sound/ambient/loop_rumble_01.wav
* sound/ambient/loop_rumble_01.wav
* <strike>sound/doors/hell/open_02.wav</strike>
* sound/doors/large/hugedoor_01_open.wav
* sound/doors/large/hugedoor_01_open.wav
* sound/ed/admin/light_break.wav
* sound/ed/admin/light_break.wav
* sound/ed/archvile/breath1.wav .. sound/ed/archvile/breath3.wav
* sound/ed/cherub/evillaugh2.ogg
* sound/ed/cyberdemon/chatter1.wav .. sound/ed/cyberdemon/chatter4.wav
* sound/ed/elevator/elev_end.wav
* sound/ed/elevator/elev_start.wav
* sound/ed/maggot/hiss3h2.ogg
* sound/ed/maggot/hiss3h2.ogg
* sound/ed/player/player_land2.ogg
* sound/ed/player/player_land2.ogg
* sound/impact/ambient_impacts/emetal_01.wav .. sound/impact/ambient_impacts/emetal_05.wav
 
* sound/impact/boxes/boxfall_18.ogg
 
* sound/impact/crash/glasscrash_01.ogg .. sound/impact/crash/glasscrash_04.ogg
* sound/impact/metal_doors/slam_01.ogg
* sound/impact/metal_doors/slam_08_boomy.wav
* sound/impact/metals/1shot_metalhit_01.ogg
* sound/impact/metals/1shot_metalhit_03.ogg
* sound/impact/metals/1shot_metalhit_06.ogg
* sound/impact/shaky_metal_bangs/mbang_01.wav .. sound/impact/shaky_metal_bangs/mbang_05.wav
* sound/impact/solid/impact_01.ogg
* sound/impact/solid/impact_02.ogg
* sound/impact/solid/impact_03.ogg
* sound/impact/steel/clang_01.ogg
* sound/impact/steel/clang_02.ogg
* sound/impact/steel/clang_03.ogg
* sound/impact/steel/clang_04.wav
* sound/impact/steel/clang_05.ogg
* sound/levels/caverns2/stone_movement_loop.wav
* sound/levels/caverns2/stone_movement_loop.wav
* sound/levels/hell/thunderclap_01a.wav
* sound/levels/hell/thunderclap_01a.wav
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* sound/levels/hell/thunderclap_04a.wav
* sound/levels/hell/thunderclap_04a.wav
* sound/machinery/loop_machinery_03.wav
* sound/machinery/loop_machinery_03.wav
* sound/machinery/machines/loop_airpump_02.wav
 
* sound/machinery/machines/loop_machinery_01.ogg
* sound/machinery/machines/loop_machinery_02.ogg
* sound/machinery/steamchuffs/steamchuff_01.ogg
* sound/machinery/steamchuffs/steamchuff_02.ogg
* sound/monsters/cacodemon/caco_chatter1.wav .. sound/monsters/cacodemon/caco_chatter6.wav
* sound/monsters/cacodemon/pimpact_01.wav .. sound/monsters/cacodemon/pimpact_04.wav
* sound/movers/_general_movement/m3_end.wav
* sound/movers/_general_movement/m3_loop.wav
* sound/movers/_general_movement/m3_start.wav
* sound/sfx/voices/generic/brush01.ogg  <-- this is a D3 sound?
* sound/stress/1shot_creaking_02.wav
* sound/stress/1shot_creaking_02.wav
* sound/weapons/explosions/explode_01.wav
* sound/weapons/explosions/explode_01.wav
* sound/weapons/explosions/impexp_03.wav
 
* sound/weapons/explosions/impexp_04.wav
* sound/weapons/explosions/impexp_05.wav
* sound/weapons/explosions/impexp_06.wav
* sound/xian/foley_sessions/coughs/cough_01.ogg .. sound/xian/foley_sessions/coughs/cough_05.ogg
* sound/xian/roomtones2/dangerlow_01.wav
* sound/xian/roomtones2/dangerlow_01.wav
* sound/xian/suspense/loop_suspense_07.wav
* sound/xian/suspense/loop_suspense_07.wav
* steam_01.wav
* steelswing_01.wav
* stone_movement_end.wav
* stone_movement_end.wav
* teleport_machine_idle.wav
 
* tincan.wav
* tincan.wav
* vault_clock_ambient.wav
 
* wind_01.wav
* wind_01.wav
* wind_02.wav
* wind_02.wav
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* sound/ed/trite/breath_hollow_deep4.ogg
* sound/ed/trite/breath_hollow_deep4.ogg
* sound/ed/cherub/evillaugh2.ogg
* sound/ed/cherub/evillaugh2.ogg
* sound/ed/archvile/breath1.wav .. sound/ed/archvile/breath3.wav
* sound/ed/cherub/evillaugh2.ogg
* sound/ed/cyberdemon/chatter1.wav .. sound/ed/cyberdemon/chatter4.wav




Line 265: Line 163:




angua: these were used in the sound shader small_metal_impact, replaced with similar tdm sounds:
* <strike>sound/weapons/casings/small_metal_02.wav</strike>
* <strike>sound/weapons/impacts/bullet_metal/metalimpact_04.wav</strike>
* <strike>sound/xian/foley_sessions/metals_small/lowtink_01.ogg .. sound/xian/foley_sessions/metals_small/lowtink_03.ogg</strike>
* <strike>sound/impact/stairs/simpact_04.ogg</strike>
angua: these were used in the sound shader med_metal_impact, replaced with similar tdm sounds:
* <strike>sound/ed/sfx/barrel1.ogg .. sound/ed/sfx/barrel5.ogg</strike>
* <strike>sound/ed/sfx/wrench_impact1.ogg</strike>
* <strike>sound/ed/sfx/wrench_impact2.ogg</strike>


==== Unused, but generating warnings ====
==== Unused, but generating warnings ====
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* Zombie + animations
* Zombie + animations
* Joint 'Shoulders' not found for 'head_joint' on 'atdm_ai_undead_zombie_a...
* Joint 'Shoulders' not found for 'head_joint' on 'atdm_ai_undead_zombie_a...
* models/md5/monsters/skeleton/skeleton.md5mesh
 


=== Animations ===
=== Animations ===
Line 306: Line 193:
* models/md5/monsters/imp/initial.md5anim
* models/md5/monsters/imp/initial.md5anim


=== AF (Articulated Figures) ===
<strike>* monster_demon_imp
* monster_zombie_base
* monster_zombie_bernie</strike>
None of these are needed


=== Models ===
=== Models ===
Line 319: Line 199:


* models/gibs/brain_2xb.lwo
* models/gibs/brain_2xb.lwo
* <strike>models/gibs/gib_left_arm.lwo</strike>
 
* <strike>models/gibs/gib_left_leg.lwo</strike>
* <strike>models/gibs/gib_right_foot.lwo</strike>
* models/gibs/gib_torso.lwo
* models/gibs/gib_torso.lwo
* models/gibs/left_waist_pork.lwo
* models/gibs/left_waist_pork.lwo
* <strike>models/gibs/lup_leg_pork.lwo</strike>
 
* models/mapobjects/caves/caverock1.ase
* models/mapobjects/caves/caverock1.ase
* models/mapobjects/hell/mancroom/bars.lwo
* models/mapobjects/hell/mancroom/bars.lwo
* <strike>models/mapobjects/lights/cagelight/cagelight.lwo</strike>
* models/mapobjects/tables/bunkbed/mattress.lwo


This one is a place holder for a quiver model, so we need a quiver instead this:
This one is a place holder for a quiver model, so we need a quiver instead this:
Line 337: Line 213:
They won't throw an error because they're included in the mod, but they can't be left in if TDM is going standalone:
They won't throw an error because they're included in the mod, but they can't be left in if TDM is going standalone:


* candle textures (and possibly mesh)
 


* werebeast body
* werebeast body

Latest revision as of 12:04, 14 April 2013

This page contains a list of assets that need to be replaced to make The Dark Mod stand-alone, that is to be able to play missions without having Doom 3 installed.

This list is incomplete!


Missing assets

Too see missing assets by map, see missing assets by map.

Textures

The material shaders have now all been added, so we just miss the textures:

Missing for the new SL (these might be shaders, not textures, it is hard to tell):


  • textures/decals/stain01b ( a textures/decal/stain01b_s.dds was uploaded...is that the same?)


  • textures/hell/wood1
  • textures/hell/lava1
  • textures/particles/billow_glow
  • textures/particles/drop2
  • textures/particles/dust
  • textures/particles/plasma
  • textures/particles/s_lightning2_whi
  • textures/particles/s_lightning_masked
  • textures/sfx/vpring3
  • thunderlight1
  • thunderlight2
  • thunderlightsky1
  • thunderlightsky2
  • topc

Sounds

  • _default.wav <-- I can't find this
  • admin_impdoor_creak.wav
  • alarm.wav
  • bodyparts.wav
  • bridge_up_speaker.wav


  • caco_projectile.wav
  • ceiling_tiles.wav
  • default_door_unlocked.wav (this is only used as temprorary sound for our entityDef atdm:alarm_sound entity... probably doesn't need a similar replacement)
  • e3_metalbash_01.wav
  • glass_bullethole.wav
  • glass_shatter.wav
  • hell_gatelower.wav
  • metalbounce_1.wav
  • monster_demon_archvile_die.wav
  • monster_demon_archvile_pain.wav
  • monster_demon_imp_fireball_explode.wav
  • monster_demon_imp_fireball_flight.wav
  • monster_demon_imp_melee_hit.wav
  • monster_demon_imp_melee_miss.wav
  • monster_demon_imp_thud.wav
  • monster_demon_maggot_melee2.wav
  • monster_demon_pinky_sight2.wav
  • null.wav
  • pool_ball_impact.wav
  • sound/ambient/loop_rumble_01.wav
  • sound/doors/large/hugedoor_01_open.wav
  • sound/ed/admin/light_break.wav
  • sound/ed/maggot/hiss3h2.ogg
  • sound/ed/player/player_land2.ogg


  • sound/levels/caverns2/stone_movement_loop.wav
  • sound/levels/hell/thunderclap_01a.wav
  • sound/levels/hell/thunderclap_02a.wav
  • sound/levels/hell/thunderclap_03a.wav
  • sound/levels/hell/thunderclap_04a.wav
  • sound/machinery/loop_machinery_03.wav
  • sound/stress/1shot_creaking_02.wav
  • sound/weapons/explosions/explode_01.wav
  • sound/xian/roomtones2/dangerlow_01.wav
  • sound/xian/suspense/loop_suspense_07.wav
  • stone_movement_end.wav
  • tincan.wav
  • wind_01.wav
  • wind_02.wav


These are sounds specifically from the revenant (Springheel replacing)

  • sound/ed/archvile/breath1.wav
  • sound/ed/archvile/breath2.wav
  • sound/ed/archvile/breath3.wav
  • sound/monsters/lost_soul/chatter_01.wav
  • sound/monsters/lost_soul/chatter_02.wav
  • sound/monsters/lost_soul/chatter_03.wav
  • sound/monsters/maggot/idle_01.wav
  • sound/monsters/maggot/idle_02.wav
  • sound/monsters/maggot/idle_03.wav
  • sound/monsters/maggot/idle_04.wav
  • sound/ed/spook/ohgodplease.ogg
  • sound/ed/spook/please.ogg
  • sound/xian/creepy/prayer/deliver_us.ogg
  • sound/ed/trite/breath_hollow_raspy1.ogg
  • sound/ed/trite/breath_throaty6.ogg
  • sound/monsters/maggot/distant_screams_01.ogg
  • sound/monsters/maggot/distant_screams_03.ogg
  • sound/ed/maggot/hiss3h2.ogg
  • sound/ed/trite/breath_hollow_deep4.ogg
  • sound/ed/cherub/evillaugh2.ogg
  • sound/ed/archvile/breath1.wav .. sound/ed/archvile/breath3.wav
  • sound/ed/cherub/evillaugh2.ogg
  • sound/ed/cyberdemon/chatter1.wav .. sound/ed/cyberdemon/chatter4.wav


These sounds come from the werebeast vocal set:

  • sound/ed/imp/alert_test32.wav
  • sound/ed/imp/alert_test33.wav
  • sound/ed/imp/alert_test34.wav
  • sound/ed/imp/alert_test39.wav
  • sound/ed/cyberdemon/chatter1.wav
  • sound/ed/cyberdemon/chatter2.wav
  • sound/ed/cyberdemon/chatter3.wav
  • sound/ed/cyberdemon/chatter4.wav
  • sound/ed/pinky3/idle_test1.wav
  • sound/ed/pinky3/idle_test2.wav
  • sound/ed/pinky3/idle_test3.wav
  • sound/ed/pinky3/idle_test4.wav
  • sound/ed/pinky3/sight3_test1.wav
  • sound/ed/pinky3/sight3_test2.wav
  • sound/ed/pinky3/sight3_test3.wav
  • sound/ed/pinky3/sight3_test4.wav
  • sound/ed/pinky3/sight_test21.wav
  • sound/ed/pinky3/sight_test22.wav
  • sound/ed/pinky3/sight_test23.wav
  • sound/ed/pinky/pain_test1.wav
  • sound/ed/pinky/pain_test2.wav
  • sound/ed/pinky/pain_test3.wav
  • sound/ed/pinky/pain_test4.wav
  • sound/ed/pinky/pain_test5.wav
  • sound/ed/pinky/pain_test6.wav
  • sound/ed/pinky/pain_test7.wav
  • sound/ed/pinky3/death_test1.wav
  • sound/ed/pinky3/death_test2.wav
  • sound/ed/pinky3/death_test3.wav
  • sound/ed/pinky3/death_test4.wav
  • sound/ed/pinky3/death_test5.wav


Unused, but generating warnings

These are probably automatically loaded, but never used and can be removed in the code:

  • player_sounds_doublevision.wav
  • player_sounds_guienter.wav
  • player_sounds_guiexit.wav
  • player_sounds_heartbeat.wav
  • player_sounds_heartbeat_dying.wav
  • player_sounds_hitflesh.wav
  • player_sounds_skipcinematic.wav
  • player_sounds_teleportexit.wav
  • player_sounds_teleportstart.wav
  • player_sounds_thud.wav

AI

  • Zombie + animations
  • Joint 'Shoulders' not found for 'head_joint' on 'atdm_ai_undead_zombie_a...


Animations

  • models/md5/characters/npcs/zheads/z1idle.md5anim
  • models/md5/chars/af_pose.md5anim
  • models/md5/environments/hellchain.md5anim
  • models/md5/environments/swinglight_round.md5anim
  • models/md5/monsters/imp/initial.md5anim


Models

Static and moveable models, not counting meshes (for AI). These are missing and need to be redone:

  • models/gibs/brain_2xb.lwo
  • models/gibs/gib_torso.lwo
  • models/gibs/left_waist_pork.lwo
  • models/mapobjects/caves/caverock1.ase
  • models/mapobjects/hell/mancroom/bars.lwo

This one is a place holder for a quiver model, so we need a quiver instead this:

  • models/items/shells_ammo/shells_large.lwo

We do miss some models altogether, and some models are modified versions of D3 meshes. They won't throw an error because they're included in the mod, but they can't be left in if TDM is going standalone:


  • werebeast body

See also