Here’s my short machinima to Nine Inch Nails “2 Ghosts 1” track

Vimeo (great HD quality)
YouTube (not so good HD quality)
DOWNLOAD original *.mkv 720p filehosted on Vimeo page of video1. IntroductionLast year I spent a lot of free time I had thanks to finishing my, hmmm I think it would be called junior collage in English (first three of five years of collage), on learning idtech4 engine, making and testing custom assets and trying out the capabilities of said engine in recording videos. Though I hadn’t had anything specific in mind it was a lot of fun, especially after Sikkpins amazing work with shaders giving our beloved D3 completely new, fresh, nextgen look.
I made several assets of textures, static objects, even tried something on modeling human character field, all with releasing everything to our community for free when I’m done in mind, so they could be used in mods/maps/projects etc. However I sat down this summer looking at all that stuff, gaining some power after long and tough rehabilitation after knee surgery and I figured out looking at one of the testmaps and models I had - “Hey, I can make something more from this lol!” Remembering free Nine Inch nails Ghosts I-IV album, recorded as a project open to interpret through fan-made videos I decided to make short machinima to one of the tracks. Long story short it ended up in machinima You see today. Torn apart between school, work and rehab since september, which takes 10 to 12 hours each day (including weekends) from my life, it was pretty hard – I had very limited time and ended up needing much more assets than I made earlier, then animate everything, record everything, tweak everything during very short nights. But I managed to finish that thing (if only I would get rid of one of my duties it would be so much faster, ehh <dreaming>) and, as I planned, I’m releasing all the stuff for free to you people

I know it doesn’t look good, I know some effects I made kind of suck, I know animations and modeling skills of mine are laughable, but give me a break, its my first idtech4 machinimation and assets creation. I surely hope the next one will look slightly better, the next one too and so on, so maybe some day my work will be tolerable

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2. Terms of useYou can use everything included in the packs whatever the way You want as long as You credit me as creator of the originals and it won’t be used in commercial manner. You can edit every single texture or model, even convert them to different game engine if you want to.
NOTE: Objects are slightly scaled up and there’s no match to in-game scale of objects. You’ll have to make them smaller in 3d app you’re using, if they will be a part of the map for example.
Textures are scaled down to being more download friendly. Higher Quality ones are availble at request, cause they are much bigger in size. Just let me know, which one You’re interested in and I’ll upload them.
3. Sooo… what we have here?I chopped all the assets into separate packs to make it easier for everyone interested – maybe You want to check out just static map objects, so why would You have to download the whole package, right?
Of course if You download all the packs and put them in a mod folder, you can check out all the scenes inside the game in real time, open maps and look through them to see how it was done etc. The quality will be just a little bit lower than in video.
Remember: The mod folder should be named “2GHOSTS1”. If You prefer different name of the mod folder, you’ll have to edit material paths inside static *.ASE objects.
Thanks to the kindness of simulation all packs will be available via EMZ site:
2 GHOSTS I ASSETS3.1 Texture Pack –
2G1-textures.pk4 (9,64 MB)
This pack contains several different kinds of textures – all the ones You see in intro and first flyby scene – walls, floors, ceiling, decals, tech pipes and all that stuff, including space image displayed in later scenes.
NOTE: Pack contains so called “relief decals” of mine. You will recognize them by being separated in material file be “///RELIEF DECALS” comment. See my
TUTORIAL for more info on that. The height maps inside specular maps were made with relief mapping interaction.vpf in mind, so they won’t look good with newest Parallax Occlusion Mapping by Sikkpin, they have to be remade for that.
Also, the space station seen from outside is pipes texture with blended in lights. So if You want lights on the base, you have to modify material of those pipes by including commented out ‘blend add’ stage.
3.2 Models Pack –
2G1-models.pk4 (14,1 MB)
This pack contains all the map objects You see in the music video, such as cabinets, paper holders, keyboards, screens, chairs and other junk. The only ones excluded are the ones used by character – wrench, helmet and photograph. The MD5 ones have md5anim files used in animation, so you’ll see them in uncanny positions after importing into 3d app.
NOTE: ASE files need to have material path being rewritten with the main mod folder they are included in. So in order to use them in Vanilla D3 You’ll have to edit every single one of them with notepad and change phrase in material path – from ‘2ghosts1’ to ‘base’. Same goes for different names of different mod folders.
3.3 Maps, Cameras Pack –
2G1-maps-scenes.pk4 (88,5 MB)
This pack contains all the maps and cameras used there, for Your guilty pleasure of checking out everything, lets say, backstage

. Also there are few alternate takes if You want to check them out, only the path to the md5camera file has to be changed in *.def and map *.script files. This pack is only recommended if You want to see all the scenes in real time and/or to see how shaderparms, triggers and other editor features were used.
To load map type in console map finished/sc001a_p1; the rest is named in the same fashion, you just have to replace last number, i.e. map finished/sc002, map finished/sc003 etc. Intro scene map is finished/screen file. Some of them doesn't include md5cameras, because they were recorded "by hand".
3.4 Character Pack –
2G1-characters.pk4 (111 MB)
This pack contains all the characters used in machinima, including glasses guy from the intro sequence and bodies flying, lying and sitting around in first scene, including textures for all of them. The models are basically rigged only to be suitable for the purpose of this video, so rigging is far, and I mean FAR from perfect. Since the models are scaled up, characters would probably need to be re-rigged anyway. All the md5 anims are included. Since the actual objects count inside md5 and vertices weight in character mesh changes between the scenes, there’s a variation of the main model for almost every scene. Pack includes wrench, helmet and photograph md5 models and textures.
NOTE: you need this pack, if You want textured suit.md5 and helmet.md5 objects from models pack.
3.5 GUI videos –
2G1-guis.pk4 (252 MB)
This pack contains all the videos You see on screens in the first scene. Since the quality had to be high, they are big, and that’s the explanation for this horrendous size. The dimensions are 512x512 and You can find in this pack video of the murder, desktop screen with scrolling text, or few variations of high quality noise. In screen1.roq there’s an easter egg almost unnoticeable in intro sequence
3.6 Sikkmod Graphic Package –
2G1-postprocess-reliefint.pk4, game00.pk4, pak000.pk4 (1,81 MB)
This package contains Sikkmods Test Release 4, crucial part of this machinima and the main reason it looks so nice in places. Even if TR4 is still downloadable, Cook-Torrance interaction.vpf was included and slightly modified to make more relief steps (better relief mapping) and postprocess.mtr settings of contrast, brightness, tint were tweaked to suit the video. Without these packs You won’t be able to recreate the visual stunning Sikkpins effects. Without Sikkpins mod my machinima would look even more like ass. You can check the look with standard VD3 shaders and with Sikkpins mod. The difference you’ll see… yeah, exactly.
The values, which should be used in DooomConfig.cfg releated to effects are:
Quote:
r_useSceneeffect "1"
r_usehdr "1"
r_hdrToneMapMethod "2"
r_hdrMiddleGray "0.004"
r_hdrWhitePoint "0.1"
r_hdrLumThresholdMax "64"
r_hdrBloomOffset "4"
r_hdrbloomThreshold "1.8"
r_hdrBloomMiddleGray "0.2"
r_softShadowsBlurStrength "2"
r_softShadowsBlurFilter "1"
r_softShadowsBufferSize "2"
r_useSoftShadows "1"
r_SoftShadowsBlurStrenght "1"
r_SoftShadowsBlurFilter "3"
r_hdrBloomWhitePoint "1.0"
r_hdrBloomToneMapMethod "0"
r_hdrGlareStyle "1"
r_hdrLumThresholdMin "0.0"
r_hdrBlueShiftFactor "1.0"
r_hdrAdaptationRate "1.0"
4. Credits.
I wanted to thank Brian Trepanier for all wonderful videos explaining every single thing I needed with amazing details and ongoing support with many modeling issues I had, der_ton for creating exporter/importer doing miracles, obihb for enormous help with 3dsmax-D3 issues, Mordenkainen for awesome material for vidro glass he made for his ATW map, rich_is_bored for creating and caring about modwiki database, which helped me with a lot of stuff, Sikkpin for ongoing amazing job on pushing idtech4 engine to the limits before source code release and ongoing support with basic knowledge of tweaking shaders, simulation for wonderful explanation how the biggest mystery for me in D3 works – blending between two different sets of material, The Happy Friar for interesting and enlightening thread responses about capturing video through avigame command and great snowtest.prt particle I modified for dust puffs inside the base, and all D3W community for all the discussions and help I received on these boards – You’re awesome guys and gals, keep it up!

The Megaupload links for assets are temporary, I’m trying to find some hosting service for them. I hope files will be accepted by doom3filefront.