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Forum: All Forums : DOOM III
Category: DOOM III Mapping
D3 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Make a knife in doom3
DLS
General Member
Since: Mar 21, 2005
Posts: 2
Last: Apr 8, 2005
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Level 0
Category: DOOM III Mapping
Posted: Tuesday, Apr. 5, 2005 06:32 pm
i want to make an own weapon in doom 3 (a knife)
but i dont know hof the files must look like because all scripts are for fireweapons ..........
have anyone a script for me whick i can use for a knife ??
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minusmojo
General Member
Since: Feb 9, 2004
Posts: 311
Last: Jun 14, 2005
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Level 5
Category: DOOM III Mapping
Posted: Wednesday, Apr. 6, 2005 05:55 am
You will need a model for the knife, animations for the movement, and a script.

You may be able to use a modfied fists script, or create something similar for the damage and to control the anims.

Sorry, that is about as much info as i have on creating such a thing.

Good luck.
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birritan
General Member
Since: Oct 26, 2004
Posts: 270
Last: May 14, 2006
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Level 5
Category: DOOM III Mapping
Posted: Thursday, Apr. 7, 2005 07:59 pm
Hello DLS

Marcus here, If you want to know more about bringing in custom weapons into doom3 you can download my tutorials off this site. Like Kranky said you will need an md5mesh and the many states that make the weapon move, from idle to raise and lower. You will also need a custom .def file and a custom .script file.

Once you have these set you make changes to the player.def file so you have the weapon in the inventory...or it's assigned to one of the weapon slots and also you need to add your script to the doommain.script so the engine loads your custom script with all the rest.

It's hard work but well worth it and takes practice.

Marcus
www.blacktreeuk.net
www.blacktreeuk.net/dawn_of_the_dead_home
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minusmojo
General Member
Since: Feb 9, 2004
Posts: 311
Last: Jun 14, 2005
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Level 5
Category: DOOM III Mapping
Posted: Thursday, Apr. 7, 2005 09:01 pm
I knew Marcus would show up with the answer sooner or later ;)

Good one [2guns]
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DLS
General Member
Since: Mar 21, 2005
Posts: 2
Last: Apr 8, 2005
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Level 0
Category: DOOM III Mapping
Posted: Friday, Apr. 8, 2005 06:02 am
but what about the fire animaton ??
how can i leave it out ??
and how does i make it than that the weapon hurts ??

THX
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birritan
General Member
Since: Oct 26, 2004
Posts: 270
Last: May 14, 2006
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Level 5
Category: DOOM III Mapping
Posted: Friday, Apr. 8, 2005 11:40 am
Hey

For melee weapons the fire animation is your strike/thrust or what ever you want to achieve.

The things you want to remember when making the elements for your custom weapon is make sure all the verts are assigned to a bone, and that your bone system is correct. You must on;y have one origin bone. To make sure your skeleton system is correct open up your md5mesh/anim in notpad.

The top section is your bone system and what is connected to what. The only bone that shouldn't be connected to anything is the origin bone. If there are any spaces on the rtight hand list of bones other than the origin bone then you have problems.

This usually means re-attaching all your bones together and re-rigging your skin to the bone system.

If you have any problems at that stage post the error you get in doom3 and the top section of any of your md5anim files.


Marcus
www.blacktreeuk.net
www.blacktreeuk.net/dawn_of_the_dead_home
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