ookay, some of you are ready aware of it but I started a tutorial on how I put my character into doom3, calculated the normal maps with the d3 engines and such. so there we go, part 1 : setting up and creating normal maps for your model (character or not) for doom3 <u>Introduction: </u> Welcome in my first tutorial ever.…
when I did this tutorial, iddevnet wasn't online the entity is defined in the mp.def, doom3 looks here to know which one it will be. and yah I tested it, I did this tutorial 2 months after importing and playtesting the spaceman ingame
Looks like he has to pee EDIT: Fuck, beat.... Nice tutorial. So the models *have* to be .lwo format? That is kind of stinky. There probably isn't any plug-ins for max or Maya that export to that either, is there? It's the native Lightwave format, right?
thanks all for the good words Per, thanks for the hint. ok, can't edit the first post, so here's the link to the first version of the *finished* tutorial : http://wip.global-illusions.com/d3tut/quick%20Tutorial%20-%20Doom3_PPM.htm feel free to tell me if anything's wrong.
Sorry, late post here, just some stuff I noticed while writing the Doom 3 PPM support mod: A thing that confuses me: You change the entity name in your mp.def, how does the game know you changed it? In the code it asks for the doommarine_mp, does it somehow search the entity? Or did you change that while writing the…