Missing assets for standalone TDM: Difference between revisions

From The DarkMod Wiki
Jump to navigationJump to search
Angua (talk | contribs)
Line 137: Line 137:
* monster_demon_maggot_melee2.wav
* monster_demon_maggot_melee2.wav
* monster_demon_pinky_sight2.wav
* monster_demon_pinky_sight2.wav
* monster_demon_tick_footstep.wav
 
* monster_demon_trite_chatter.wav
* monster_demon_trite_chatter_combat.wav
* monster_demon_trite_death.wav
* monster_demon_trite_melee.wav
* monster_demon_trite_pain.wav
* monster_demon_trite_sight.wav
* <strike>monster_zombie_boney_chatter.wav</strike>
* <strike>monster_zombie_boney_chatter.wav</strike>
* <strike>monster_zombie_boney_chatter_combat.wav</strike>
* <strike>monster_zombie_boney_chatter_combat.wav</strike>

Revision as of 17:13, 18 February 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

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/a_stain01_d01a
  • textures/decals/ballburn01_fx
  • textures/decals/dirtblast
  • textures/decals/dsplat5
  • textures/decals/fgrill2
  • textures/decals/genericdamage
  • textures/decals/graffiti2
  • textures/decals/handprint02
  • textures/decals/mcu_slimestain
  • textures/decals/scorch2
  • textures/decals/sdirt10
  • textures/decals/sdirt11
  • textures/decals/splat11
  • textures/decals/stain01b
  • textures/decals/stain02
  • textures/glass/glass1
  • textures/glass/outdoor_glass1fx
  • textures/hell/dirt02
  • textures/hell/dirt02_s
  • textures/particles/bloodspray
  • textures/particles/boomboom
  • textures/particles/droppuddle
  • textures/particles/fbeam
  • textures/particles/pfirebig
  • textures/particles/pfiresmall2
  • textures/particles/preamble
  • textures/particles/snowball

Missing otherwise:

  • textures/decals/ballburn01
  • textures/decals/bloodspray
  • textures/decals/bulleth02
  • textures/decals/fly
  • textures/decals/hurt02
  • textures/decals/sdirt11a
  • textures/decals/splat1 .. textures/decals/splat9
  • textures/decals/stain01b
  • textures/decals/stain03
  • textures/decals/stainwall
  • textures/decals/stainwallfade
  • textures/glass/glass1
  • textures/glass/outdoor_glass1fx
  • textures/hell/dirt02
  • textures/hell/dirt02_s
  • textures/hell/wood1
  • textures/hell/lava1
  • textures/particles/billow3_glow
  • textures/particles/billow_glow
  • textures/particles/boomboom
  • textures/particles/boomboom2
  • textures/particles/boomboom3
  • textures/particles/drop2
  • textures/particles/droppuddle
  • textures/particles/dust
  • textures/particles/fbeam
  • textures/particles/pfiresmall2
  • textures/particles/plasma
  • textures/particles/preamble
  • textures/particles/snowball
  • textures/particles/spark3
  • textures/particles/s_lightning2_whi
  • textures/particles/s_lightning_masked
  • textures/sfx/vp1
  • textures/sfx/vpring3
  • thunderlight1
  • thunderlight2
  • thunderlightsky1
  • thunderlightsky2
  • topc

Cube maps

  • env/gen2

Sounds

  • _default.wav
  • activate_airpump_02.wav
  • admin_impdoor_creak.wav
  • alarm.wav
  • ambient_metal_stresses.wav
  • bodyparts.wav
  • bones_fall.wav
  • book_impact.wav
  • breakable_light_hum.wav
  • bridge_up_speaker.wav
  • bullet_impact_flesh.wav
  • bullet_impact_stone.wav
  • bullet_impact_wood.wav
  • burger_impact.wav
  • caco_projectile.wav
  • cage_elevatordoor_close.wav
  • cage_elevatordoor_open.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)
  • e3_metalbash_01.wav
  • elevator_moving_loop.wav
  • fire_torch01_small.wav
  • fist_impact.wav
  • glass_bullethole.wav
  • glass_shatter.wav
  • hell_gatelower.wav
  • hh_door_movement_1.wav
  • light_flicker_104.wav
  • light_flicker_124.wav
  • light_hum_102.wav
  • loop_hum_01.wav
  • m3_loop.wav
  • m3_start.wav
  • m3_stop.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
  • monster_zombie_boney_chatter.wav
  • monster_zombie_boney_chatter_combat.wav
  • monster_zombie_boney_die.wav
  • monster_zombie_boney_pain.wav
  • monster_zombie_boney_sight.wav
  • monster_zombie_maint_footstep.wav
  • monster_zombie_maint_thud.wav
  • null.wav
  • paper_impact.wav
  • pool_ball_impact.wav
  • rec1_steamchuff.wav
  • sound/ambient/loop_rumble_01.wav
  • sound/doors/hell/open_02.wav
  • sound/doors/large/hugedoor_01_open.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/imp/alert_test32.wav
  • sound/ed/imp/alert_test33.wav
  • sound/ed/imp/alert_test34.wav
  • sound/ed/imp/alert_test39.wav
  • sound/ed/maggot/hiss3h2.ogg
  • sound/ed/pinky/pain_test1.wav .. sound/ed/pinky/pain_test7.wav
  • sound/ed/pinky3/death_test1.wav .. sound/ed/pinky3/death_test5.wav
  • sound/ed/pinky3/idle_test1.wav .. sound/ed/pinky3/idle_test4.wav
  • sound/ed/pinky3/sight3_test1.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/player/player_land2.ogg
  • sound/ed/spook/ohgodplease.ogg
  • sound/ed/spook/please.ogg
  • sound/ed/tick/chirp1.ogg .. sound/ed/tick/chirp6.ogg
  • sound/ed/tick/tick_death1.ogg .. sound/ed/tick/tick_death3.ogg
  • sound/ed/tick/tick_pain1.ogg .. sound/ed/tick/tick_pain4.ogg
  • sound/ed/tick/tick_walk1.wav .. sound/ed/tick/tick_walk6.wav
  • sound/ed/trite/breath_hollow_deep4.ogg
  • sound/ed/trite/breath_hollow_raspy1.ogg
  • sound/ed/trite/breath_throaty6.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/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/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/monsters/lost_soul/chatter_01.wav .. sound/monsters/lost_soul/chatter_03.wav
  • sound/monsters/maggot/distant_screams_01.ogg
  • sound/monsters/maggot/distant_screams_03.ogg
  • 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/monsters/trite/death21.wav
  • sound/monsters/trite/death22.wav
  • sound/monsters/trite/death23.wav
  • sound/monsters/trite/pain8.wav
  • sound/monsters/trite/pain9.wav
  • sound/monsters/trite/sight1.wav
  • sound/monsters/trite/sight3.wav
  • sound/monsters/trite/sight5.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
  • sound/stress/1shot_creaking_02.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/creepy/prayer/deliver_us.ogg
  • sound/xian/foley_sessions/coughs/cough_01.ogg .. sound/xian/foley_sessions/coughs/cough_05.ogg
  • sound/xian/roomtones2/dangerlow_01.wav
  • sound/xian/suspense/loop_suspense_07.wav
  • steam_01.wav
  • steelswing_01.wav
  • stone_movement_end.wav
  • teleport_machine_idle.wav
  • tincan.wav
  • vault_clock_ambient.wav
  • wind_01.wav
  • wind_02.wav

angua: these were used in the sound shader small_metal_impact, replaced with similar tdm sounds:

  • sound/weapons/casings/small_metal_02.wav
  • sound/weapons/impacts/bullet_metal/metalimpact_04.wav
  • sound/xian/foley_sessions/metals_small/lowtink_01.ogg .. sound/xian/foley_sessions/metals_small/lowtink_03.ogg
  • sound/impact/stairs/simpact_04.ogg

angua: these were used in the sound shader med_metal_impact, replaced with similar tdm sounds:

  • sound/ed/sfx/barrel1.ogg .. sound/ed/sfx/barrel5.ogg
  • sound/ed/sfx/wrench_impact1.ogg
  • sound/ed/sfx/wrench_impact2.ogg

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...
  • models/md5/monsters/skeleton/skeleton.md5mesh

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

AF (Articulated Figures)

  • monster_demon_imp
  • monster_zombie_base
  • monster_zombie_bernie

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_left_arm.lwo
  • models/gibs/gib_left_leg.lwo
  • models/gibs/gib_right_foot.lwo
  • models/gibs/gib_torso.lwo
  • models/gibs/left_waist_pork.lwo
  • models/gibs/lup_leg_pork.lwo
  • models/mapobjects/caves/caverock1.ase
  • models/mapobjects/hell/mancroom/bars.lwo
  • models/mapobjects/lights/cagelight/cagelight.lwo
  • models/mapobjects/tables/bunkbed/mattress.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:

  • pick-axe
  • wooden tray
  • several chain models
  • skull01 model
  • candle textures (and possibly mesh)
  • jar
  • noblewoman's legs
  • beggar's arms and legs
  • werebeast body
  • Sykes head and textures
  • head08 mesh and textures
  • head06 mesh and textures
  • head01 mesh and textures

See also