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 Post subject: New DoomEdit CleanMaterials pak file download
PostPosted: Thu Sep 16, 2004 11:06 pm 
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picked up 200 ammo

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[EDIT] New URL

http://planetdoom.gamespy.com/View.php? ... tail&id=29

==============================

It's done. :D

This is a follow-up of Jafo's d3weditor clean shaders/materials pk4 file which served as a starting base for this new PAK. I won't print the complete stats here since those are included in the zip file (along with a readme file). However, here's a quick overlook:

66 materials commented out in Jafo's PAK were in fact good.
53 materials in Jafo's PAK were in fact broken.
These materials were uncommented/commented out accordingly.

But the main difference lies in the fact tht this new PAK has 193 new TGA's to provide for qer_editorimages that were either missing or did not adequately depict what the texture really looks like in the game. Some of you who are currently designing maps in DoomEdit may think this PAK is just eye candy. If so, then consider these figures (compiled at the end of this project):

//=========== Global textures/_ materials stats==============
//
// Total # of textures/_ materials : 3708
// Total # of working shaders: 1950 (approx. 52.5%)
// Total # of Broken/CommentedOut shaders: 1614 (approx. 43.5%)
// Total # of shaders which can't be used for map texturing and kept by necessity: 144 (approx. 4%)
//==============================================

Now I noticed that many of the materials in the original .mtr files can be misleading. Those may seem to be working but are really broken because the material code calls for a single non-existent TGA. The result is a texture that will display on your brush/patch in the game but won't look right (for eg. a material in which only the specularmap parameter refers to a TGA file that doesn't exist while the bump and diffuse map TGA's do exist).

That means there's a significant chance that you might unknowingly be using broken materials to texture your map's geometry. So this PAK not only improves the look and ease of use of DoomEdit's texture window, it also ensures that you use only 100% working materials to texture your maps.

DoomEdit CleanMaterials Version 5
(approx 13MB download)

Notes:
- Version 2 has fix for qer_mirror texture appearing on mirrors in game.
- Version 3 fixes the demon spawndecal not appearing in game.
- Version 4 adds the 6 new materials in the V1.1 game patch plus a cosmetic issue with the editorimage textures/editor/redge.tga. Please note that these new materials are not meant to be used for map texturing. They were added so that my PAK won't break the new chat and lag icons in the V1.1 patched game when playing in MP mode. That's the ONLY real change in the V4 CleanMats.
- Version 5 is the final cleanup phase. All the remaining materials have now been cleaned up (models, light, fog, fx's, gui's, particles, etc.). I also improved the qer_editorimage for model based entities in CAM view while in skinned mode. Most monsters/NPC's displayed their displacement map as the editorimage by default. Static models often used their addblend map by default (which made them appear pitch black). Most now use the _local bumpmap which improves visibility and clarity in skinned mode.

- There are no new TGA files in this pak so it's the same size as the last version.

A few broken materials for the sentry character reside in the sentry.def file so you need to download my latest Clean def's PAK to make this 100% complete. Please check the "Editing resources" sticky post in this forum for the URL of the "Clean def's" thread

PS: Mods please update links in other posts to point to this one (if required). Thanks.
[EDIT]new url. kat


Last edited by Eutectic on Tue Dec 14, 2004 5:53 pm, edited 11 times in total.

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PostPosted: Thu Sep 16, 2004 11:08 pm 
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http://www.doom3world.org/phpbb2/viewtopic.php?t=6012

:D

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 Post subject:
PostPosted: Thu Sep 16, 2004 11:14 pm 
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picked up 200 ammo

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Oops... missed that completely. Looks like BNA beat me to the punch :wink: :D


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PostPosted: Fri Sep 17, 2004 2:04 am 
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Eutectic,
first off wonderful job...

One thing I have been wondering is this.

How will maps using this pack work on a clean (non-development) install of D3. In Q3A there where several special textures provided with GTKradiant editing, that where not part of the clean retail install, thus missing on those machines.

I guess all the preview images you created from scratch will not be the problem, since these are editor only. But did some of the shaders e.g. have to be changed to differ from the originals?


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PostPosted: Fri Sep 17, 2004 2:11 am 
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AEON - if this works as it should, there should be no problem with distributing a map created with the help of these files. If I understand correctly this pak shouldnt alter the paths to the textures in the .map file - and qer_editorimage images dont matter for final output - they are never displayed in game.


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PostPosted: Fri Sep 17, 2004 8:49 am 
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I've sticky-fied this thread ! :D


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 Post subject:
PostPosted: Fri Sep 17, 2004 9:23 am 
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AEon wrote:
Eutectic,
first off wonderful job...

One thing I have been wondering is this.

How will maps using this pack work on a clean (non-development) install of D3. In Q3A there where several special textures provided with GTKradiant editing, that where not part of the clean retail install, thus missing on those machines.


Thanks :)

Maps made while having this PAK enabled will work just fine in the standard plain-jane Doom3 game. I did not add any new shaders/materials in the mtr files. All I (and Jafo) did was to comment out the broken materials so they don't get parsed by the editor, that's all.

Quote:
I guess all the preview images you created from scratch will not be the problem, since these are editor only.


That's right. The TGA file that the qer_editorimage parameter points to affects only what you see in the editor's texture window and in the CAM view. It has no effect on the the material in the game itself.

Quote:
But did some of the shaders e.g. have to be changed to differ from the originals?


Absolutely not. That would have been the worst thing to do and I made it a point to never do that. All the shaders' code were left intact and original. My goal was not to "repair" anything. My goal was simply to sort out which materials really work and which ones don't work. The ones that don't work were commented out, the ones that DO work were left untouched except for the qer_editorimage to improve how it looks in the Texture window. And that's all there is to it.


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PostPosted: Fri Sep 17, 2004 4:48 pm 
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Thanks a lot, this will be very helpful for many mappers. I know I have my copy!

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PostPosted: Fri Sep 17, 2004 5:16 pm 
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thx a lot!


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PostPosted: Fri Sep 17, 2004 5:34 pm 
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The first 10 posts have been the best...

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A big thx to you and Jafo for the good job...very helpful


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 Post subject:
PostPosted: Fri Sep 17, 2004 5:48 pm 
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Question:

I have D3 completely unpacked for mapping purposes. I downloaded the pk4 and put it into base, but the editor is not reading it.

Is it true that the editor cannot mix unpacked with packed? I ran into this same problem with .def files (I had D3 packed and it wasn't reading my custom .def files, which is what prompted me to unpack them in the first place). Once I had unpacked the D3 files, my own def files read fine. It seems like I've hit this issue again.

So bascially the question is, do I have to unpack the clean materials in my unpacked directory for them to read?

Ron


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PostPosted: Fri Sep 17, 2004 6:43 pm 
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That may work.

But, I'd advise that if you need to extract the vanilla pk4s for reference then you extract them to somewhere outside the Doom 3 folder. This way you don't have to worry about problems like this where something that should work doesn't.

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PostPosted: Fri Sep 17, 2004 7:22 pm 
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Outstanding work!

Thanks guys!

G

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PostPosted: Fri Sep 17, 2004 7:24 pm 
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This is awesome! :D Thank you!


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PostPosted: Fri Sep 17, 2004 8:40 pm 
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You, sir, are a life saver. Downloading now and eager to get to work with it!!!! :P


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PostPosted: Fri Sep 17, 2004 9:49 pm 
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This is great, thanks for putting the time into making it! :)


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PostPosted: Sat Sep 18, 2004 4:28 am 
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Amazing, i have two things to say:
- The lighting in the render view is now true, like ingame, awesome
- The visportals and other formerly black textures are now colored and this is great

I just had an issue with mirrors. Ingame there is the word mirror on all the mirror surfaces of my maps. So i have to disable ZZ-xxx.pk4 to see the final map properly.

A huge *thank you* for the massive work achieved.
I can imagine the task, so many notepad openings.

Cheers.


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PostPosted: Sat Sep 18, 2004 7:22 am 
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Docgalaad wrote:
Amazing, i have two things to say:
- The lighting in the render view is now true, like ingame, awesome
- The visportals and other formerly black textures are now colored and this is great

I just had an issue with mirrors. Ingame there is the word mirror on all the mirror surfaces of my maps. So i have to disable ZZ-xxx.pk4 to see the final map properly.

A huge *thank you* for the massive work achieved.
I can imagine the task, so many notepad openings.

Cheers.


You're very welcome. About the textures/common/mirror material, I found the reason why. Here's the material code:

Code:
textures/common/mirror
{
   discrete      // never merge with other surfaces
   qer_editorimage textures/common/qer_mirror.tga
   solid
   mirror
   {
      blend add
      map textures/common/qer_mirror.tga
   }
}


The TGA file "textures/common/qer_mirror.tga" is not present in the original game's pak004.pk4 , therefore you don't get this problem in the original game. The problem with this material is that that TGA image is used as a blendmap in the original code. It's not the qer_editorimage that causes this but the blend add stage.

Incidentally, I didn't create this image, my predecessor did. But ultimately it's my fault. I didn't test the textures/common materials thoroughly enough assuming there couldn't be anything wrong about those since they're so simple and straighforward.

I will fix that by renaming the qer_mirror.tga to something else and edit the qer_editorimage line to point to the renamed image instead. I won't change the blend add stage of course - the idea is that it must NOT find the TGA file it points to. The shader probably needs a blend add stage pointing to an inexistent texture to work properly (at least that's what I'm guessing). In any case, I musn't change the original shader code, I have to work around it.

The only downside is that you will get a "warning: textures/common/qer_mirror.tga not found" message when you load the material in the editor. But you won't see a "mirror" texture in your compiled maps anymore.

Oh well.... that's why I gave that editing pack Version numbers. Thanks for pointing out the booboo Docgalad. I will test all the textures/common materials throroughly this time and post a Version 2 ASAP.

UPDATE:

I checked all the textures/common and textures/editor materials in a compiled map and they all work. I uploaded the fixed Version 2 and updated the link in the top post.


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PostPosted: Sat Sep 18, 2004 10:52 am 
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WOW!!!! :D
I would just like to say THANK YOU to all involved in making this. I now know why my Bloody Bootprints were not showing up in game! Thank you for all your hard work. WOW!

Did I forget to say "WOW"!!!


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PostPosted: Sat Sep 18, 2004 10:59 am 
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Eutectic
Hmmm... this is the second time I tried to download the pack form your site (v1 and then v2) via FlashGet... I can download about 9 MB and then the download stops, any further attempts to resume download do not work. WTH?

It is as if you only get a certain time to download the file (looks like 30 minutes exactly), and if your connect is not fast enough, you just can't download the file completely.

Edit: Hint - Mirror the file someone ;)


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