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Mr.Person
November 24th, 2007, 11:20 AM
Im back and would like help. After spending hours scouring the internet for custem weapons, I thought it would be cool to make my own. But I ran into ze problemz. I have the GTX Radent editor but i dont know how to edit weapons..... can any1 ofer som support? thx in advance

FATAL
November 24th, 2007, 12:34 PM
Are you making a plasma web weapon?

Mr.Person
November 24th, 2007, 01:14 PM
um......what? Im kindof Doom 3 edit illiterite....sorry

FATAL
November 24th, 2007, 03:23 PM
Sorry, it was just a sort of inside joke. I'm afraid I cannot help you on this matter.

Mr.Person
November 24th, 2007, 03:45 PM
oh XD ok......

MR_ROCKET
November 24th, 2007, 11:43 PM
It depends what your wanting to do, make a new weapon model or just change the weapons firing. Models would get made in something like Maya or Max.
DoomED/GTK Radiant is for mapping only. Though it does have separate GUI and Sound entity editors built in which is pretty cool for a map editor to have.

But if you want to make modifications, the best place to start would be the SDK and examining the games pk files because there should be other things you can do with stand alone scripts an such. Though, imo a weapons (mod) would require something new with the models as well. It's something you'd have to be serious about and if it were me I'd try and pull a team together and help out, first off a modeler/3d sculpting artist/animator. ;)
Although if you want to take it on by yourself, I think Milkshape might have a MD5 plug-in for export, but don't hold me to it heh.

Mr.Person
November 25th, 2007, 08:24 PM
Tryed Milkshape before, but didnt like it. All I really wanted to do was mess around with the stock models, firing rate, and clip size.
btw, Milkshape just saves as a retarted .mlk file

MR_ROCKET
November 25th, 2007, 08:48 PM
Yeah that's what the plug-in part was about heh.
Anyways, clips and firing rate you might be able to change with-in some scripts, but I have the feeling it would require modding the source. :/
Though it shouldn't take much.
I havn't looked latly but I'm sure there are some weapon mods out there for Doom3, maybe have a look at them.

Mr.Person
November 26th, 2007, 05:49 PM
I did, But most letters in the pk4 come out as unknown charictars so I cant see how I can learn the build of a pk4....

Harry
November 26th, 2007, 09:53 PM
Lol don't try and open a pk4 as a txt, open them as zip files with winrar or any other zip program.

MR_ROCKET
November 26th, 2007, 11:33 PM
Hehe, yeah for a little info Mr.Person, a .pk4 is actually .zip renamed to .pk4.
Before it's zipped up, it's actually an external directory structure containing folder names like: Maps, Textures, Materials, Scripts, Gui, and Sound.
Once the project is at it's finishing state, it can be zipped up from your root directory leaving clean paths.
So say your project would be named Mymod then you'd want to make a description file called Mymod for it, and zipped it would be something like Mymod.zip and then you just rename the .zip to .pk4.
e.g. Mymod.pk4 and load it up in Doom3.

- which is kind of the way it would be done in reveres order in this case for viewing,
Just right click it and open with winrar or winzip as Harry was saying.
Extract it into a new folder somewhere else, "not in your Doom3 directory", or just view it without extracting.

These kind of things really should go without saying, I mean if your plan was to make a weapons mod, you should really already know at least how to pack it up heh.
None of this is guess work, it's all found out by research and reading about it.
~ as well as manually looking at the games original pk files, something like Doom2, eg what was that original graphic offset or music lump name? ~ quickest way to find out is by looking at the games resources. ;)

Mr.Person
November 27th, 2007, 02:19 PM
Dude refer to my 2nd post.... Ive only had doom3 for like a month....

MR_ROCKET
November 27th, 2007, 10:12 PM
Aw that's fine, I didn't mean for it to sound like an attack or something lol, but some people think when in response that what I say is one.*eek*
But never the less, check the Doom3world.org forum, there should be a ton of info there that should be helpful. ;)

Mr.Person
November 28th, 2007, 03:41 PM
cool thanks!
Now I have a new question. What pk4 has the file that tells the game how much ammo in total you can carry.

Mr.Person
December 7th, 2007, 01:21 PM
What pk4 Has the file that tells the game how much ammo in total can the player carry?(I know I posted this in my post above but i dont think people saw its update because it was just edited =P)

MR_ROCKET
December 12th, 2007, 05:48 AM
I'd look for scripts having to do with ammo defs and gui defs first.
If you can't find anything, you may have to make some code changes using sdk under the two classes.

Mr.Person
December 12th, 2007, 04:25 PM
I did but im not sure which one should contain max ammo info......

MR_ROCKET
December 17th, 2007, 05:57 AM
Well I haven't looked either, but both should..
Ammo defs script should tell how much to pick up, and gui def should tell how much to display that was picked up, mod them both..

I doubt there is such a thing as MAX AMMO, you will have to create a custom ammo.def script that when ammo is picked up it will give the possible max amount. 100,200,999..
I'm sure there could be more to it than just that, so again go over to doom3world.org and ask, hell search for max_ammo.

Most of the time I'm the only one that answers some of the D3 questions here and right now I don't have D3 installed..Been messing with Q4 and WolfET :D
So for now, tune into Doom3world.

Mr.Person
December 17th, 2007, 05:06 PM
lol but all i want is to change how much ammo the player can carry. aka I want to change the max carried bullets from 200 to 600

MR_ROCKET
December 17th, 2007, 08:06 PM
Well you can't do that unless you read/edit a script file or at least read my last 3 posts lol.
However you will have a hard time reading a script file if you are still trying to view a pk file in text format. :D

Mr.Person
December 21st, 2007, 09:18 PM
LOL but I still cant find anything on that... but Ill keep looking Thx MR_ROCKET
P.S. are you an arosol can?

MR_ROCKET
December 22nd, 2007, 09:47 AM
Np, good luck. ;)
No I'm a Rocket supposedly, short for Rocketman, my user name is derived from dodging rockets in Doom2 at a rapid rate without dieing around 11 years ago. ;)
"Holy smokes I just shot 80 rockets at you in random order and you still didn't die?!?, whatever mr. rocket man..."
Before then my name was \/\/ire/\/\an, and I still use it in other games none Doom related today.

I would have put in my avatar sig "Caution Explosive" but I think Xbolt was already using it so I changed it. - I figured what the hell, a rocket could be pressure driven. :P

Mr.Person
December 22nd, 2007, 01:25 PM
AHH ok that makes more sense...
K so I looked through the scripts and defs one more time today but I still cant find anything on maximum ammunition carried...

Potnop
January 5th, 2008, 12:05 PM
Have you tried the Doom 3 wiki? I found SOOO much info on doom 1 and 2... Well then again it was mostly statistics that I needed so I could make a Doom platformer, not how to change it.

Not sure though, but there might be some place where they discuss the technical stuff of how Doom 3 is put together because they do this for the original Doom engine too...

Mr.Person
January 14th, 2008, 08:12 PM
Cool Potnop Ill try that.......btw Doom2D is f#^$ing AWESOME