Missing assets for standalone TDM: Difference between revisions

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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 ====

Revision as of 15:09, 29 March 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/handprint02 (there was also a textures/decals/handprint02_d added)
  • textures/particles/bloodspray (trunk/dds/textures/particles/bloodspray1-4.dds were uploaded)
  • textures/particles/boomboom
  • textures/particles/pfirebig
  • textures/particles/pfiresmall2

Missing otherwise:


  • textures/decals/stain01b ( a textures/decal/stain01b_s.dds was uploaded...is that the same?)
  • 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/dust
  • textures/particles/pfiresmall2
  • textures/particles/plasma
  • 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
  • admin_impdoor_creak.wav
  • alarm.wav
  • ambient_metal_stresses.wav
  • bodyparts.wav
  • bones_fall.wav
  • book_impact.wav <--- a search through all .sndshader and .def files shows no reference to this sound?
  • bridge_up_speaker.wav
  • bullet_impact_flesh.wav
  • bullet_impact_stone.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
  • fire_torch01_small.wav
  • fist_impact.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
  • paper_impact.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/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/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_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/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/suspense/loop_suspense_07.wav
  • steelswing_01.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...
  • 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

None of these are needed

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:

  • candle textures (and possibly mesh)
  • werebeast body

See also