Setting up a Workspace
Intro
Most times when a new mapper or contributer starts working with TDM they fail to set up an initial "good" workspace, as to avoid cluttering with either TDM or doom3 itself. In this I will try to very briefly explain how to best go about this.
First of all we're going to make a map, even if you're going to be working on models or textures you 'will' want a testmap that's well set up.
Creation and layout (contains the examples!!)
- Go into your doom3 folder (i.e C:\games\doom3\)
- Create a new folder, give it a simple name which you will remember and keep the name lowercase for sake of doom3 being happy (e.g : testmap)
- Create a folder called "maps", you should place all of your maps that you've made in here (i.e soundtest.map). NOT in _C:\games\doom3\darkmod\maps\_
The same goes for textures, sounds, skins and anything else. You should not have to mess around with anything in the C:\games\doom3\darkmod\ folder. If you were adding a skin to your testmap it would be placed in C:\games\doom3\testmap\skins\ etc. Later on we will look at getting a texture into your testmap/fm.
Getting your workspace into DR and TDM
In order to get your materials, sounds and misc other things into Dark Radiant and test them ingame you need to inform them about your fm.
Dark Radiant
- In the menu bar go to : file -> preferences -> select game
- You will now see a dialogue box about where doom3 and such is installed.
- Make sure the settings are as follows (using our example of C:\games\doom3\testmap)
- Engine Path : D:/games/doom3/ Note the slashes
- Mod : darkmod
- Mod Base : testmap
Once this is set up, DR will import your sounds, textures and whatever else on loading.
The Dark Mod
There are three methods
The Good
Convert your little testmap folder into a micro-fm by creating the following files in the base testmap folder: file name and in the block some example content.
darkmod.txt :
Title:My little test map Description: I test things here Author: HEY MAAA! THE MEATLOAF! Required TDM Version: Whatever
startingmap.txt :
soundtest
When you start TDM, you will still have to 'dmap soundtest' or what have you, using the console(ctrl+alt+`) should you need to, but this is the "safest" method to test. It's however quite slow and not really useful for most people.
The Bad(but actually quite good)
- Create a shortcut to doom3.exe (C:\games\doom3\DOOM3.exe)
- Right click the shortcut -> properties
- Change the "target" to something like :
- C:\games\doom3\DOOM3.exe +set fs_game darkmod +set fs_game_base testmap
- On some versions of windows you might need to put quotes in: "C:\games\doom3\DOOM3.exe"
- Move the shortcut to someplace more accessible
Using the console once the game launches you will be able to 'dmap soundtest', 'map soundtest' or whatever's needed.
The ugly(I prefer personally)
- Open C:\games\doom3\darkmod\currentfm.txt in your text editor and change the line to 'testmap' (without the quotes)
On next starting TDM you will be able to open the console and "dmap soundtest" or whatever you need. Once you're done with playing in your testmap you just revert the change in the text file. This also allows quick and easy changing between fm's without too much effort.
An Example : Adding a texture
If you're set up and on your road to fm making glory now, please take the time to test how it all fits together by doing something like this :
See that sweet damn smiley face on the right? Yeah you do. Now lets get it in game In your testmap folder Right click it -> Save image as ->
textures/mymaterials/smileyface
{ wood diffusemap textures/smileyface/yellowsmileyface // TDM Ambient Method Related { blend add map textures/stained/gothic_frame_dark1_alphatest red global2 green global3 blue global4 } }