Missing assets for standalone TDM: Difference between revisions
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* sound/monsters/maggot/idle_03.wav | * sound/monsters/maggot/idle_03.wav | ||
* sound/monsters/maggot/idle_04.wav | * sound/monsters/maggot/idle_04.wav | ||
* sound/movers/_general_movement/m3_end.wav | * sound/movers/_general_movement/m3_end.wav | ||
* sound/movers/_general_movement/m3_loop.wav | * sound/movers/_general_movement/m3_loop.wav |
Revision as of 17:14, 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.
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.wavmonster_zombie_boney_chatter_combat.wavmonster_zombie_boney_die.wavmonster_zombie_boney_pain.wavmonster_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/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.wavsound/weapons/impacts/bullet_metal/metalimpact_04.wavsound/xian/foley_sessions/metals_small/lowtink_01.ogg .. sound/xian/foley_sessions/metals_small/lowtink_03.oggsound/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.oggsound/ed/sfx/wrench_impact1.oggsound/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