Missing assets for standalone TDM: Difference between revisions

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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 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.


== Textures ==
{{infobox|bg=#e06060|fg=#ffff30|This list is incomplete!}}


* textures/lights/squarelight
* textures/lights/brightround


== Sounds ==
== Missing assets ==


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


=== Textures ===


== AI & Animations ==
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
* 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 ==
* [[IdTech4 Open Source]]
* [[Standalone Progress]]
{{standalone}}

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