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 Post subject: Common Prefabs Download
PostPosted: Sun Feb 19, 2006 9:08 pm 
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picked up a pistol
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Location: Wales, UK
Not sure about everyone else, but I find prefabs extremely useful. That's why I've taken the liberty of going through some of the stock D3 maps and copying some of the most commonly used architecture for use as a base when mapping.

*PLEASE NOTE* I am not condoning copying and pasting. I do however, find it useful to have a rouch design which I can modify into something for my own purposes.

I also took the liberty of throwing in some of my own, including a fully working two-floor elevator complete with GUIs that works without any scripting. You'll also find some fantastic moving machinery, some with dynamic lighting, as well as jpg screenshots so you can instantly see the prefab you're about to import.

I hope you find this useful. Feedback is appreciated. Hosting welcome!

Updated 21 Feb 2006
Some filenames have changed, so it is recommended for you to delete the existing directory, and replace it with this one rather than simply overwriting, which will result in duplicate files with different names.

Download Moth_Prefabs.rar (2mb)

Mirror: http://doom3.filefront.com/file/Moths_Prefab_Collection;57428


Last edited by Moth on Fri Feb 24, 2006 8:18 pm, edited 4 times in total.

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 Post subject:
PostPosted: Sun Feb 19, 2006 9:13 pm 
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THANX!that's what i was looking for!Really useful!


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 Post subject:
PostPosted: Sun Feb 19, 2006 9:25 pm 
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picked up a pistol
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No problem :-)

Have had these on my HDD for ages now, but haven't been able to find any way to host them. Current hosting situation is less than ideal since you have to go through loads of screens before finally being able to download them.

Please spread this around!


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 Post subject:
PostPosted: Sun Feb 19, 2006 9:30 pm 
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very usefull, no problems man the link at least works :)


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 Post subject: In the spirit of things I thought I would join in
PostPosted: Sun Feb 19, 2006 10:58 pm 
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Captured the Flag

Joined: Mon Feb 21, 2005 5:07 pm
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In the spirit of things I thought I would join in and add my assets I decided to use the same uploader and boy S.L.O.W so I will add the link in a little later since my download is a little heftier (screenshots) at just under 33 mb Im going to make a post for to requst a sticky where people can share assets like this this could help people with ideas and development There should be 2 sections one that they want credit and the I dont cares
One admission Mine sure arnt as nice as his and I would recomend reading the readme prefabs.txt

http://www.bigupload.com/d=23F38CC3

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it was bad enough imps and maggots everywhere but when that Hellknight copped a feel that was to much now I really was in hell
quote from rich is bored
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 Post subject:
PostPosted: Mon Feb 20, 2006 6:42 am 
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OMG!!!Lets share our assets! :wink:


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 Post subject:
PostPosted: Tue Feb 21, 2006 8:32 pm 
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picked up a pistol
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Changes in Revision 2:
----------------------

Prefabs now total 118

Added 'Ancients Stuff' (lost civilization temple, excavation)
Added most of the id game machinery, including Destabilizer and Hydrocon Generator :-)
Added ready-made consoles with GUIs (very useful!)
All prefabs should now be at Z point, Some were off center.
Cleaned up some filenames, some confusing names fixed
Aligned most prefabs to grid, aligned nearly all textures better.

NOTE: Nearly all of these prefabs are RECREATIONS made by me. The more complex ones were copied and pasted. Shouts to id software.

PLEASE READ THE INCLUDED README FILE!


Prefabs worthy of particular mention:
*************************************

Elevator/Moth_TwoFloorGUI_NoScripting -
Two Floor Elevator with GUIs and properly-working doors - requires NO SCRIPTING!


Machines/Moth_RotatingLightMachine - Floor-Standing machine with a rotating light-emitting disc.


Machines/Moth_PumpMachine - Four func_bobbing ents make great-looking moving shadows on this machine.


Moth Rooms/Moth_Dynamic_SpinRoom - A recreation of the MarsCity spinning light machine room.


The link in first post has been updated. Plenty more updates on the way :-)


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 Post subject: cool Im working on some additions to make up for the lame 1s
PostPosted: Wed Feb 22, 2006 3:26 am 
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cool Im working on some additions to make up for the lame ones from my beginer days and some are coming around nice
by the way really nice assets on some of those

_________________
it was bad enough imps and maggots everywhere but when that Hellknight copped a feel that was to much now I really was in hell
quote from rich is bored
""I can prove to anyone here that ghosts aren't real. You just have to let me kill you first.""


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 Post subject:
PostPosted: Wed Feb 22, 2006 8:42 pm 
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missed 400 shots

Joined: Fri Nov 04, 2005 6:48 pm
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Location: Scotland, UK
I 've just downloaded this and looked at the screenshots and I have to say "Thank you!"

This'll cut the time it takes to make maps for a lot of people, especially me!

I have one question, though -- where do I put them? Do I just extract the 'Prefabs' folder to my 'base' folder?

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 Post subject: extract anywhere
PostPosted: Wed Feb 22, 2006 9:34 pm 
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extract anywhere

then jost go t

EDIT
||
load prefabe

and brows to the folder select the one you want

_________________
it was bad enough imps and maggots everywhere but when that Hellknight copped a feel that was to much now I really was in hell
quote from rich is bored
""I can prove to anyone here that ghosts aren't real. You just have to let me kill you first.""


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 Post subject:
PostPosted: Wed Feb 22, 2006 10:29 pm 
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missed 400 shots

Joined: Fri Nov 04, 2005 6:48 pm
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Location: Scotland, UK
Heh, I just found that out, myself. Sorry. :oops:

Still, might be helpful to those who don't know that. :)

P.S. Awesome pack, Moth! You win the Internet!

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 Post subject:
PostPosted: Thu Feb 23, 2006 4:37 pm 
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picked up a pistol
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Mods: Any chance you could sticky this, please?


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 Post subject:
PostPosted: Thu Feb 23, 2006 8:22 pm 
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missed 400 shots

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Yeah, this definitely needs to be stickied!

Anybody know any more great prefabs for download? If this gets stickied, then we could put up links to those packs, as well.

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 Post subject:
PostPosted: Thu Feb 23, 2006 9:55 pm 
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Stickied.

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 Post subject:
PostPosted: Fri Feb 24, 2006 1:51 am 
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Thank god you stickied this otherwise I would have missed it. Moth, my sincere thanks for doing this. QuakeLab was one of my favourite Quake 1 modding websites that provided hundreds of prefabs and I've always wanted one for D3. I'm taking a break from mapping but when I have more time I'll try to send you some prefabs.

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 Post subject: Rich you rock
PostPosted: Fri Feb 24, 2006 2:23 am 
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Rich you rock now if we can just get people to link thier old posts with assets here and spread the word
to many goodies
like satanics func_rotating_door
and pbmax's portals might get lost otherwise

_________________
it was bad enough imps and maggots everywhere but when that Hellknight copped a feel that was to much now I really was in hell
quote from rich is bored
""I can prove to anyone here that ghosts aren't real. You just have to let me kill you first.""


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 Post subject: mobiusconstruct_prefabpack2
PostPosted: Fri Feb 24, 2006 5:49 am 
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mobiusconstruct_prefabpack2
Ive gotten alot of feedback on the tutorials for func_conveyor and escalators func_jumpad in vanilla doom 3 so I wipped up this pack with examples of theese and some new concepts plus examples from some of my tutorials
for example
how to use target_setinfluence
func_phantomobjects
and some reference crap
there are some good ones mixed in and I will redo this pack later with some quality stuff and screens
again I rushed it because of all the curisoity generated by those tutorials

Ust this and any of my other stuff however you want
for the conveyor texture to show up right you will need to copy the def text from my tutorial on func_conveyors in doom3
and create a new def of your own


http://www.bigupload.com/d=AF5D45B9

_________________
it was bad enough imps and maggots everywhere but when that Hellknight copped a feel that was to much now I really was in hell
quote from rich is bored
""I can prove to anyone here that ghosts aren't real. You just have to let me kill you first.""


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 Profile  
 
 Post subject:
PostPosted: Fri Feb 24, 2006 6:42 am 
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picked up a pistol
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Joined: Fri Aug 20, 2004 12:02 pm
Posts: 71
Location: Wales, UK
Thanks for sticking this - I love you long time :-)

I need alternative hosting for my file, since BigUpload delete files after 30 days of inactivity. Can someone please help? tis only 2mb!

voldemort wrote:
For the conveyor texture to show up right you will need to copy the def text from my tutorial on func_conveyors in doom3
and create a new def of your own.


Come on, V! Let's make this as pain-free as possible and not expect our end users to make new defs - do it for them, saves time later!

Personally, I would love to see some of your other projects released in prefab form, notably the escalator, centrifuge, and jump-pad.


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 Post subject: def file
PostPosted: Fri Feb 24, 2006 2:32 pm 
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createa a folder under doom 3\base label it materials
copy the text from the tutorial
paste it into notepad (gedit kate your text editor)
(make sure extensions for files are visible on your system)
save file as
exhale1.mtr
not exhale1.mtr.txt
then you will have those textures (i could make the mtr file available as a seperate download)

********
IMportant note about prefabs that have triggers or func_statics
functions etc
place them in a new map first so you can see if and more importantly how they work
because if you place them in a map where a trigger or function allready exists with that name it will rename your new one and the links will be destroyed meaning you will have to relink them
*********

_________________
it was bad enough imps and maggots everywhere but when that Hellknight copped a feel that was to much now I really was in hell
quote from rich is bored
""I can prove to anyone here that ghosts aren't real. You just have to let me kill you first.""


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 Post subject:
PostPosted: Fri Feb 24, 2006 3:16 pm 
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missed 400 shots

Joined: Fri Nov 04, 2005 6:48 pm
Posts: 402
Location: Scotland, UK
For prefab makers -- It would probably be a good idea, if any of your prefabs have triggers, to make those triggers have a huge number that would probably never be reached so that they don't overwrite people's triggers. Or even better -- make them have obscure, random trigger names.

Something like:

trigger_once_999999

or

itjmopb

Or something.

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My Doom 3 Blog -- Latest update: 09 August

Download the DOOM 3 Clean Paks for a cleaner editing experience.


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