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Doom 3 & OG Xbox Ports


LapizMina

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Hi, this is my first post and the topic I'm on right now is based on learning about editing the IDTech 4 engine (Doom3) and some way to create a compatibility with Xbox OG console ports. To somehow create a port of these versions and all the content they had to PC

 

In case you have any ideas on either of the 2 things, I would appreciate some feedback.

(Sorry if you see a post of mine in a general forum, but I didn't realize where I posted it)

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  • 2 weeks later...

 

I've started on something here: https://github.com/sdengineering77/doom3-xbox-mapconverter

 

Converted mars_city1_1.map.x and it at least loads in gtkradiant. Just started doing this to see if I can finish my D3 Wii port I started 11 years ago... Many thanks to the people who made the gob extraction tool, because that was the hardest thing to do I guess!!!

 

afbeelding.png.c0b15c52183c94cd1118324bfcaa1672.png

* picture taken from Dark Radiant

 

I can say upfront that the cm.x files miss the brushes info that comes after the polygons in each collision model. So converting those is a bit harder; have to find the missing link here. But, as I understand, both .proc and .cm files can be generated from the map.

 

Also, for anyone familiar with mapping, those lines that connect area's are those trigger lines by any chance or is it garbage data (would be an error then)?

 

BTW, I just hacked this together in Java, the code is not that clean atm.

Edited by DRS
addendum

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15 hours ago, DRS said:

Just started doing this to see if I can finish my D3 Wii port I started 11 years ago...

That would be something. Not because the Wii couldn't handle Doom 3 (It definitely can, either with a fixed function pipeline or all its shaders converted to GX-shaders) but i reckon RAM usage will be tight. Is there anywhere more i can read up on this?

 

EDIT: I assume this is you?

 

 

Edited by Redneckerz

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yes that's me =)

 

I also added a md5mesh.x converter. Got me puzzled a bit because they use fixed point values in the animation frame data, but I figured it out.

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I think I wrote some messages on gbatemp forum back then and also on beyond3d, but that was more about normalmapping on wii. But I never documented anything on this port separately. My porting approach was to replace the entire source code with empty methods that just log when they are called. Then I executed and implemented whatever method was needed. Back then I had a pretty good understanding of how it worked but I forgot everything of course. But now I have to get back sorting things out.

 

So now I'm working on something to get the xbox stuff converted as much as possible first. I think that the main memory savings in the XBOX version probably are achieved because they cut down and simplyfied the script files a lot and divided gameplay in separate "sublevels". So marscity_1_1 only contains a small portion (i.e. scripted events and models) of what happens and is contained in the original marscity map.

 

Anyways, it would be great if marscity_1_1 can be loaded, then I can continue the rendering part.

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Oh, this is great! Certainly the furthest stride ever taken in taking D3 x-box data out in usable formats.

 

I recommend showing this to the people in the idtech4 discord server, there you'll find technically savant people working on idtech4 stuff already, and just recently the x-box port was talked about.

 

https://discord.gg/J6Ksh45p

 

 

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Thanks I'll have a look at discord. I got the collision model files sorted out I think. It contains some additional data in the edge list which I think is xbox specific, or at least cannot be mapped to the original collission model.

 

Also reached out to Brian Osman (VV) on LinkedIn. Hopefully he'll take some time to respond. I'm going to need some help to figure out the ase.x files, seems that those are compressed and not just a custom binary format like the other files are.

 

(but, I could work without the ASE models perhaps)

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  • 1 month later...
On 7/22/2023 at 11:08 PM, DRS said:
Quote

 

Thanks I'll have a look at discord. I got the collision model files sorted out I think. It contains some additional data in the edge list which I think is xbox specific, or at least cannot be mapped to the original collission model.

 

Also reached out to Brian Osman (VV) on LinkedIn. Hopefully he'll take some time to respond. I'm going to need some help to figure out the ase.x files, seems that those are compressed and not just a custom binary format like the other files are.

 

(but, I could work without the ASE models perhaps)

 

 

 

 

Thank you for doing all this work!

Can you please try and convert the Doom 3 Xbox pistol to work with Doom 3 and RoE PC versions? The Pistol has a flashlight attachment attached to its model. I've always wanted to use it in  PC Doom 3 and RoE.

Edited by Doomer1999

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On 7/22/2023 at 11:08 PM, DRS said:

Thanks I'll have a look at discord. I got the collision model files sorted out I think. It contains some additional data in the edge list which I think is xbox specific, or at least cannot be mapped to the original collission model.

 

Also reached out to Brian Osman (VV) on LinkedIn. Hopefully he'll take some time to respond. I'm going to need some help to figure out the ase.x files, seems that those are compressed and not just a custom binary format like the other files are.

 

(but, I could work without the ASE models perhaps)

Thank you for doing all this work!

Can you please try and convert the Doom 3 Xbox pistol to work with Doom 3 and RoE PC versions? The Pistol has a flashlight attachment attached to its model. I've always wanted to use it in  PC Doom 3 and RoE.

 

[Admin, please delete my post above this one, as I messed up on quoting that post , I cant delete it myself.]

Edited by Doomer1999

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