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Alpha Shotgun Mod?


Marnetmar

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HovoFedayi said:

Great that you've created a page on Mod DB. I still highly suggest uploading the file, even if it's an early work. It's already awesome as it is!


It's available on the Mod DB page. My hope is that others can take it further.

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btw, I was curious on how to port the Double Barrel Shotgun to Doom 3? I've seen some mods that ported the DB Shotgun, but they also included other gameplay and graphical mods that I didn't want.

I asked before in a separate thread but didn't manage to figure out how, and it seems like people here know how to work with Doom 3 models.

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gameragodzilla said:

btw, I was curious on how to port the Double Barrel Shotgun to Doom 3? I've seen some mods that ported the DB Shotgun, but they also included other gameplay and graphical mods that I didn't want.

I asked before in a separate thread but didn't manage to figure out how, and it seems like people here know how to work with Doom 3 models.


Technically it shouldn't need "porting" since it is part of the expansion, which itself is an official mod to the main game so everything is already in the right format. If other mods have done it, I can try to isolate just the parts that add it to the main game. Taking apart other mods is generally a lot easier than trying to do it from scratch.

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Hi, I also think that the shotgun model in the alpha version looked cooler, so finding this thread and a download for a replacement was a great thing.

I used the mesh gently provided in this thread to make both world and item replacements for the shotgun, because I was nagged every time I looked to the item in the ground and/or the player model in the mirror and seeing a different model than the HUD model.

I think sharing this is the appropriate thing to do:
http://www.mediafire.com/download/2nr6jb28rm4fl2t/Alpha_Shotgun_w.pk4

I also made an icon for the pda and such, to push the consistency a bit further. Also, here you have some screens:



Hope it works for whoever try this, Saludos!

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spamclark15 said:

Technically it shouldn't need "porting" since it is part of the expansion, which itself is an official mod to the main game so everything is already in the right format. If other mods have done it, I can try to isolate just the parts that add it to the main game. Taking apart other mods is generally a lot easier than trying to do it from scratch.

Yeah I tried that, but I never managed to get it to work.

I explain in more detail here: https://www.doomworld.com/vb/doom-3-general/86008-any-way-i-can-port-the-roe-double-barrel-shotgun-into-vanilla-doom-3/

But basically I've been trying to port just the shotgun be deleting everything but the relevant files but I never get it to work. Either the shotgun never spawns, the game crashes, or some other glitch happens.

Any way to help out?

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I also wonder how can I put my hands on those two little pieces missing on the model, (those that forms the shell eject door in the gun).

I don't think I can animate them, but surely I can attach them to the base mesh to complete the shotgun original look. There will be no opening animation but it will be there for now.

-

Edit: Nevermind, I found them inside the mesh, I forgot that I dealt with some floating pieces when I was making the world/item versions.

I'll see what can I do with this.

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I liked the alpha shotgun in view for its barrel and muzzle but not so much the rest of it particularly due to the texture and that black square thing on the side.

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Well, it wasn't a problem, I even attached a hidden little piece to its corresponding bone, which is that little metal piece at the bottom, that is pushed in as you load the shells.




But something bad always has to happen, somehow the wrist ended up a bit weird with the import in blender, so when I export the problem passes to the final model. Wish I could solve this but I have no clue...

Sadly the hands and the shotgun model are all in the same file, it would be easy to fix if not for that.

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Awesome work Arl! Can you share the latest work you've done? Even with the slightly messed up wrist we're getting so close! I can't thank you enough.

What we can try to do is modify the viewmesh outside of Blender working with the md5mesh file directly, since it's a text file. GodofGaming might be able to help if I can get ahold of him. The original mesh porting was all done by hand so it makes me think that if we copy the hand/arm part of the mesh from the previous copy over then it will fix any unintended changes to that, and then the animation is unchanged so I think that would work.

Don't give up on this, I feel we're really close now.

Alright I sent an e-mail to him. Hopefully I hear back soon. I think we could fix the wrist part potentially by copying from an earlier copy of our md5mesh file. Can you share what you have right now so we have something to work with?

Will update ModDB download with the progress Arl has made.

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I tweaked all a bit more so I can share a more polished version for further improvement.

I tweaked the world/item mesh's UV, now the dark spot where the little opening pieces should be is now showing that texture, with the plus of not adding more geometry (I guess that in current times, spearing this negligent amount of polys is quite trivial anyways).

I was able to tweak the viewmesh's vertex and weight so the wrist is now decent looking, still restoring the hands to a previous state without the "mess" I've created would be a better result I think, but for me right now is good enough to play.




Here it is, the pk4 contains just the necessary for a replacement, view/world/item meshes, textures, icon. This is the file which I use to play:

http://www.mediafire.com/download/wtyy1p6x5k8214b/Alpha_Shotgun.pk4


I hope it's useful for you.


-

hardcore_gamer said:

Can you make this work with the ultimate HD mod?



I guess that is a graphic enhancement mod, right? If it's a large mod maybe putting the pk4 in the same folder would create conflict and/or probably the shotgun's files would be just ignored.

I think is the larger mod who has to be tweaked to contemplate a single model replacement, but I don't have the mod to look into it anyways, and surely is a heavy file to download!

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Arl said:

I tweaked all a bit more so I can share a more polished version for further improvement.

I tweaked the world/item mesh's UV, now the dark spot where the little opening pieces should be is now showing that texture, with the plus of not adding more geometry (I guess that in current times, spearing this negligent amount of polys is quite trivial anyways).

I was able to tweak the viewmesh's vertex and weight so the wrist is now decent looking, still restoring the hands to a previous state without the "mess" I've created would be a better result I think, but for me right now is good enough to play.

Here it is, the pk4 contains just the necessary for a replacement, view/world/item meshes, textures, icon. This is the file which I use to play:

I hope it's useful for you.


-


I guess that is a graphic enhancement mod, right? If it's a large mod maybe putting the pk4 in the same folder would create conflict and/or probably the shotgun's files would be just ignored.

I think is the larger mod who has to be tweaked to contemplate a single model replacement, but I don't have the mod to look into it anyways, and surely is a heavy file to download!


Awesome stuff! The only other things I can think of is the ZSec zombie with the shotgun and the HUD icon has lines traveling through the area around the trigger.

The mod is simple enough that it should work without issue with basically any other mod that doesn't also modify the shotgun view mesh and world mesh.

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spamclark15 said:

Awesome stuff! The only other things I can think of is the ZSec zombie with the shotgun and the HUD icon has lines traveling through the area around the trigger


The ZSec model comes with a shotgun mesh with it, I opened it to make me sure and corruption in the mesh because of the import was present.

Editing the Zsec to change the shotgun model that comes with it will result in deformations on the mesh like the ones I already had with the view model of the shotgun. Once I find how to import and export md5 in blender properly I'll be able to change that shotgun.

Could you illustrate me about the issue with the hud icon? Do you have any screenshot?

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Arl said:

The ZSec model comes with a shotgun mesh with it, I opened it to make me sure and corruption in the mesh because of the import was present.

Editing the Zsec to change the shotgun model that comes with it will result in deformations on the mesh like the ones I already had with the view model of the shotgun. Once I find how to import and export md5 in blender properly I'll be able to change that shotgun.

Could you illustrate me about the issue with the hud icon? Do you have any screenshot?


I see. It may be possible to just copy and paste it in using a text editor.

Edit: After looking at it, I think your method will be the way to go.

The area inside the trigger guard in the HUD icon is where I mean, since it's actually open space there except for the trigger itself.

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Arl said:

Oh, I see, silly me.

Thanks for spotting that flaw, and sorry for not realizing what you were talking about.

You can change those with this, just put them in the pk4:


Thanks. The copy on ModDB I changed to just the essentials that you provide rather than the other changes I made to go with it like sounds and all that.

EDIT:

Other notes:

1. The invisibility effect (the translucent green that meshes become when invisibility is picked up) does not apply to the replacement shotgun meshes. I'm not sure how this is added.

2. The player/doomguy mesh used for in-game cinematics carries a shotgun which needs swapped out with the new world mesh.

3. The z-sec shotgun zombie needs the same treatment.

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I found a workaround for the importing problems, I'm currently using an older version of blender in which the old MD5 importer works apparently fine, then I save it as a .blend file and re-open it with the newest version of blender, for practical reasons.

This workflow is similar to the one I used for making/editing .Nif models in TES: III Morrowind, another game which model format is not so well covered by newer versions of blender. The difference is that with the MD5 I can actually use the exporter in the most recent blender version, so at least that's a relief.

Why am I wasting your time telling you all of this? no-one knows... the point is that I'm managing to overcome even more obstacles, although is turning quite laborious, but you know the saying, nothing is easy.



Now that the importing is more exact I did the viewmodel again, and to my surprise the shell flying out after shooting is now visible, don't know why it wasn't showing before but who cares, it's somehow fixed now. Maybe the invisibility effect works now, but I didn't test it.

Now, Is there anyone who knows exactly which md5 file/s are the one/s used for the player animation sequences?

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Arl said:

I found a workaround for the importing problems, I'm currently using an older version of blender in which the old MD5 importer works apparently fine, then I save it as a .blend file and re-open it with the newest version of blender, for practical reasons.

This workflow is similar to the one I used for making/editing .Nif models in TES: III Morrowind, another game which model format is not so well covered by newer versions of blender. The difference is that with the MD5 I can actually use the exporter in the most recent blender version, so at least that's a relief.

Why am I wasting your time telling you all of this? no-one knows... the point is that I'm managing to overcome even more obstacles, although is turning quite laborious, but you know the saying, nothing is easy.

Now that the importing is more exact I did the viewmodel again, and to my surprise the shell flying out after shooting is now visible, don't know why it wasn't showing before but who cares, it's somehow fixed now. Maybe the invisibility effect works now, but I didn't test it.

Now, Is there anyone who knows exactly which md5 file/s are the one/s used for the player animation sequences?


Awesome, a fixed viewmesh and the zsec shotgun guy. *bows down*

The only gun the doomguy is ever shown with is the shotgun, and I want to say the contents of models/md5/characters/player/mocap/ but I have no way to preview the md5mesh files. Other potential locations are under models/md5/chars/, models/md5/cinematics/ and models/md5/heads/. I'm trying to think if there are any other characters that are ever shown with a shotgun, either the player or NPCs like in the expansion pack as well. I'm pretty sure it's just the z-sec zombie and the player that are shown with it. If there's a way to preview the md5mesh files I can go through all of them to locate the one(s) used in the cinematics.

With the viewmesh, the invisibility effect works on the arm (which was unchanged) but not on the shotgun itself (the part of the mesh hand-replaced by GodofGaming via copying from the md5mesh version 6 file), so I'm curious how exactly the effect is applied to viewmeshes when you pick it up (you can get it in d3dm5 at the top of the stairs after shutting down the generator if you need a place to test the effect.)

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The problem is that in 'mocap' (motion capture?) you can find three meshes, two of them shows the player's body surrounded by a shotgun, a pistol, a machinegun and their respective plane meshes for the fire flash effect (though there are flash effect for the rocket launcher but no rocket launcher model).

In some particular cases the guys at id seemed to have been a bit "messy" with the development, there are lots of weird file names, unused graphics, unused models inside other model files, etc.

Any ways, the md5 file that is used to play the majority of the player cinematic sequences was "wepplayer.md5mesh", I found it out through trial and error.





spamclark15 said:

The only gun the doomguy is ever shown with is the shotgun,



Except when you meet the missing scientist and when the Revenant makes his appearance, in those cuts-scenes the doomguy appears with a pistol and a machinegun respectively.

spamclark15 said:

With the viewmesh, the invisibility effect works on the arm (which was unchanged) but not on the shotgun itself (the part of the mesh hand-replaced by GodofGaming via copying from the md5mesh version 6 file), so I'm curious how exactly the effect is applied to viewmeshes when you pick it up (you can get it in d3dm5 at the top of the stairs after shutting down the generator if you need a place to test the effect.)


Weird indeed, the materials in the model seems to be okey, knowing how the effects works would be useful.

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Arl said:

The problem is that in 'mocap' (motion capture?) you can find three meshes, two of them shows the player's body surrounded by a shotgun, a pistol, a machinegun and their respective plane meshes for the fire flash effect (though there are flash effect for the rocket launcher but no rocket launcher model).

In some particular cases the guys at id seemed to have been a bit "messy" with the development, there are lots of weird file names, unused graphics, unused models inside other model files, etc.

Any ways, the md5 file that is used to play the majority of the player cinematic sequences was "wepplayer.md5mesh", I found it out through trial and error.

Except when you meet the missing scientist and when the Revenant makes his appearance, in those cuts-scenes the doomguy appears with a pistol and a machinegun respectively.


Weird indeed, the materials in the model seems to be okey, knowing how the effects works would be useful.


Awesome. I was thinking "as soon as I say this he's going to find cutscenes I've forgotten where he doesn't have the shotgun."

Yes, the data files from id are a giant mess. That's part of why I haven't been able to do anything about the invisibility effect is not knowing what files this is defined in. If modifying part of a mesh causes this effect to break, then I'm kind of confused as to how it works.

Edit: Can I get a copy of where we're at right now?

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Here you go, I was just adjusting some details:

http://www.mediafire.com/download/wtyy1p6x5k8214b/Alpha_Shotgun.pk4

Also, I think it would be nice if a readme.txt file could be provided with the pk4, all in one .rar. It could have information about the mod like a description, credits, aproximate date of making, some lines explaining what this mod change in the game exactly(view/world/item mesh, textures both .dds and .tga, an icon replacement, replacement in cinematics, etc...), tell me what you think.

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Arl said:

Here you go, I was just adjusting some details:

Also, I think it would be nice if a readme.txt file could be provided with the pk4, all in one .rar. It could have information about the mod like a description, credits, aproximate date of making, some lines explaining what this mod change in the game exactly(view/world/item mesh, textures both .dds and .tga, an icon replacement, replacement in cinematics, etc...), tell me what you think.


Sounds good. It would be a 7zip archive though as I use it in place of WinRAR.

I fixed the invisibility effect (mostly) by renaming the shotgun textures to shotgun2 and changed the shaders in the modified md5mesh files to match. GodofGaming did this originally just to avoid having to rename files, but it breaks this shader effect. Basically any TGA or DDS textures go from "shotgun" to "shotgun2" to use the name the game already uses, and then the shader listed in all the md5mesh files changes accordingly.

However, the world shotgun mesh isn't handling it's shader properly. I think it may have to do with w_shotgun2.lwo. Can you change the shader for this file to shotgun2?

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I changed all the textures' names and changed the path of the material in all the models to shotgun2. I used Spawn powerup_invisibility command to spawn the invisibility item and once grabbed it turned all the view model invisible, in the mirror the gun model is also invisible, so it seems that the issue is fixed now.

I also corrected some positioning in the world mesh, so it's better for you to just download all again:

http://www.mediafire.com/download/wtyy1p6x5k8214b/Alpha_Shotgun.pk4

Congratulations, the idea of just using the existing shotgun material was a clever move.

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Arl said:

I changed all the textures' names and changed the path of the material in all the models to shotgun2. I used Spawn powerup_invisibility command to spawn the invisibility item and once grabbed it turned all the view model invisible, in the mirror the gun model is also invisible, so it seems that the issue is fixed now.

I also corrected some positioning in the world mesh, so it's better for you to just download all again:

Congratulations, the idea of just using the existing shotgun material was a clever move.


Since we're overwriting the meshes, why not overwrite the textures also. I had a feeling him changing the shader name was going to break something.

Edit: Testing what we've done, the shotgun doesn't show up with the player shadow. Even the zombies holding theirs don't show the shadow, so it's anything with the world mesh.

If you kill the zombie now, he doesn't drop the shotgun mesh he's holding, so he's both holding onto his and has dropped one for you to pick up...

So shadows on anything with the worldmesh are broken and the zombie isn't losing his shotgun. Could it be related to the corrections you made to the world mesh?

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spamclark15 said:

So shadows on anything with the worldmesh are broken and the zombie isn't losing his shotgun. Could it be related to the corrections you made to the world mesh?



Glad that you are testing all, I'm embarrassed of all the issues my eyes are missing.


I found that using the world and .lwo item mesh to the shotgun2 material brings some issues, 'cause the shotgun2 material is for the view mesh and this material has the 'Noshadow' flag in it.

I turned back the player/world/item/zsec shotgun to his w_shotgun2 material, which does not have the 'noshadow' flag enabled, and made a .mtr to replace it with a same copy but pointing the shotgun2 textures to the w_shotgun2 material, so you don't have to duplicate and rename all the textures like "w_shotgun2_d/local/s.tga/dds etc..."

Also, the w_shotgun2 material has the information to hide the shotgun model when the zsec dies, so that problem is solved, and invisibility works just fine too.


http://www.mediafire.com/download/1qb6ibq0btkpf6r/zAlpha_Shotgun.pk4


Please test it for more problems, and sorry for having such a bad eye for issues.

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Arl, I admire your magical work so much you can't possibly believe it. Basically, you (and GodofGaming) made my longtime wish a reality. I'm beyond thankful for that. I know it's just a game and all that, but Doom 3 is my FAVORITE game of all time. And the alpha shotgun is simply BADASS, that's how it stuck in my head since I've played the leaked Doom 3 E3 Alpha.

spamclark15, in one of your earlier posts you stated "I have it further customized to sound and behave like the alpha shotgun, tightening the spread and changing the number of max shells in the gun to 5 and having them load individually". I believe you did a great job on making it even closer to the alpha version, but then you decided to ditch these changes. Any chance of getting them back? Or you could tell me how to do it myself.

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Arl said:

Glad that you are testing all, I'm embarrassed of all the issues my eyes are missing.


I found that using the world and .lwo item mesh to the shotgun2 material brings some issues, 'cause the shotgun2 material is for the view mesh and this material has the 'Noshadow' flag in it.

I turned back the player/world/item/zsec shotgun to his w_shotgun2 material, which does not have the 'noshadow' flag enabled, and made a .mtr to replace it with a same copy but pointing the shotgun2 textures to the w_shotgun2 material, so you don't have to duplicate and rename all the textures like "w_shotgun2_d/local/s.tga/dds etc..."

Also, the w_shotgun2 material has the information to hide the shotgun model when the zsec dies, so that problem is solved, and invisibility works just fine too.

Please test it for more problems, and sorry for having such a bad eye for issues.


Excellent work. Here's the readme I've been working on from a template. You can add things:

=====================================
DOOM 3 Alpha Shotgun Mod
Version: Update 3
Release date: 2016/03/16
Author(s): [Addon Team Name. For full details refer to Credits below]
Multiplayer compatible: Yes
=====================================

A mod to bring back the original shotgun design
from DOOM 3 development into the final game.


=====================================
DESCRIPTION
=====================================

This small mod is designed to change the design of
the shotgun back to the original design shown in the
DOOM 3 E3 build and game footage from 2002 and
2003 for those who prefer the original design.


=====================================
REQUIREMENTS
=====================================

DOOM 3 installation with version 1.3.1 patch applied.


=====================================
INSTALLATION
=====================================

Simply place the included z_alpha_shotgun.pk4 into
the "base" directory of your DOOM 3 installation as
well as into the "d3xp" directory if Resurrection
of Evil is installed.


=====================================
TECHNICAL DETAILS
=====================================

[Class names, script syntax, etc]


=====================================
KNOWN ISSUES
=====================================

This mod may not work as intended with other mods
installed that make changes to the shotgun mesh
files, animation files, or texture files.


=====================================
VERSION HISTORY
=====================================

Update 3: Mesh now implemented for Z-Sec Zombie,
player model for display in game cutscenes

Update 2:

Update 1:

Original:


=====================================
LICENSE
=====================================

[Example License text follows:
Copyright (c) 2012 by Addon Team Name authors. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.
To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/3.0/ or send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA.]


=====================================
CREDITS
=====================================

[Example credit text follows:
Addon Team Name authors are Joe Bloggs, Fred Bloggs and Joe Blow.
This addon makes use of textures © 2010 John Smith, used under a Creative Commons Attribution-Noncommercial license: http://creativecommons.org/licenses/by-nc/3.0/.]


=====================================
CONTACT DETAILS
=====================================

[Example credit text follows:
Addon Team Name can be contacted at addon.team@email.net]


HovoFedayi said:

Arl, I admire your magical work so much you can't possibly believe it. Basically, you (and GodofGaming) made my longtime wish a reality. I'm beyond thankful for that. I know it's just a game and all that, but Doom 3 is my FAVORITE game of all time. And the alpha shotgun is simply BADASS, that's how it stuck in my head since I've played the leaked Doom 3 E3 Alpha.

spamclark15, in one of your earlier posts you stated "I have it further customized to sound and behave like the alpha shotgun, tightening the spread and changing the number of max shells in the gun to 5 and having them load individually". I believe you did a great job on making it even closer to the alpha version, but then you decided to ditch these changes. Any chance of getting them back? Or you could tell me how to do it myself.


I didn't actually ditch those changes. That's how I use the game myself along with a lot of other alpha-centric changes, primarily involving the sounds of the game. I can pack up the changes I'm using (my game directory) into a pk4 for you. I keep what is distributed as the mod to just what we've worked on in order to maximize the user's ability to use other mods along with it.

Actually, the next thing I would like to do is give the Doomguy back his helmet once he dons his armor in the game. He comes off the ship not wearing it and is wearing it for Mars City Underground I believe.

Arl would be the perfect person to help as he is good at working with the game's meshes (if you'd like to help since I'm not sure how to do this stuff on my own.) When the Doomguy is wearing his armor, which would be the wepplayer mesh for cinematics along with the world mesh it's using while you're playing, it would be a matter of adding the helmet and attaching it to the head bone.

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