Doom 3 Mods Steam
Lastly although you can launch Sikkmod via the Doom 3 'Mods' menu, it's much easier to have Doom 3 load the mod immediately at launch. You can do this by adding '+set fsgame sikkmod' to the Doom 3 launch shortcut (or the Steam command line options if you've purchased the game through Steam).
I kind of managed to get it working, though it's not perfect. While the file format is very different, it's still saved in plain text.
I couldn't do anything about the animations, they were too different, but the mesh code was fairly similar, so I went ahead and replaced it onto the final D3 shotgun's skeleton and animations. The end result is not perfect because the final shotty skeleton doesn't have bones for the shell eject thingy, so it ended up missing. Anyways, here's some screenies of the result. I'll accept this bump, because this looks pretty cool.
The Alpha shotgun was definitely superior.Yes, I'm sorry for bumping this old topic. I wanted to see if I could get this mesh in the game like this as it's something I've looked for in mods over the many years since DOOM 3's release and I've never found it. I realize it wouldn't be perfect being a different version of an MD5mesh on the other bones. Perhaps you could just leave the ejection port as-is even though it won't open without the bones?
Even just getting it as you showed it would be neat as I think the original shotgun mesh was better-looking. I'd be happy as long as the gun went through the motions, even if it didn't really animate properly (Unless it was really glitched)Me too. It sounds like it wasn't idential in animations due to not being able to convert the earlier version animations but since it was using the existing animations and bones from the final game that it would work even if the ejection port didn't move. 'GodOfGaming' was the one to figure out how to convert the alpha MD5, a version 6 mesh, to a version 10/final game mesh, so I will try to get in contact with him. I wish I had seen this thread sooner. Both formats are text files with bones and coordinates but there are some major differences between 6 and 10 and I've never seen that done anywhere else.
Doom 3 Hd Mod Steam
I actually tried to do this myself years ago to get this shotgun in the game and failed so the fact that he got it to this stage is excellent. This and the world mesh for picking up the weapon/seeing it wielded by zombies would allow a mod to have it roughly how it was in the alpha. I'd like to have the shell eject port intact even if it's not animated too, it looks pretty ugly without it, but it's not as simple as it sounds. The shell eject port is made up from 2 parts, and these 2 parts have their own bones in the original skeleton, and those bones are missing in the final skeleton.
I tried attaching them to different bones, but the 2 parts ended up sticking out of the gun in various different places. Here's how it looked when I tried to attach them to the shotty body's main bone:you can see them sticking out below the place where they should be. I'm not even sure if they're scaled correctly:D Someone will need to open this in external modeling software and reposition them into place. I tried doing it in 3ds max real quick, but I only ended up breaking it even more, so I gave up.I can't share it right now, my system drive died recently so my desktop PC is unusable, give me a few days to buy a new system drive. The files are safe on the storage drive. I only bothered fixing the 1st person view model, haven't touched the 3rd person / world model, though I could try, if you guys help me out to finish it properly. I'd like to have the shell eject port intact even if it's not animated too, it looks pretty ugly without it, but it's not as simple as it sounds.
The shell eject port is made up from 2 parts, and these 2 parts have their own bones in the original skeleton, and those bones are missing in the final skeleton. I tried attaching them to different bones, but the 2 parts ended up sticking out of the gun in various different places. Here's how it looked when I tried to attach them to the shotty body's main bone:you can see them sticking out below the place where they should be. I'm not even sure if they're scaled correctly:D Someone will need to open this in external modeling software and reposition them into place. I tried doing it in 3ds max real quick, but I only ended up breaking it even more, so I gave up.I can't share it right now, my system drive died recently so my desktop PC is unusable, give me a few days to buy a new system drive. The files are safe on the storage drive. I only bothered fixing the 1st person view model, haven't touched the 3rd person / world model, though I could try, if you guys help me out to finish it properly.I'll help as much as I can.
Honestly even with the ejection port not appearing properly and potentially needing redone it still looks great and I've long thought it looks more shotgun than the one in the final game. The final game's shotgun appears to have an ejection port done on the side solely with the textures and in the event that those parts of the mesh can't be fixed via reposition, if you take a look at some of the many texture mods out there, it's possible to take the texture route, remove those parts of the mesh as you did, and use that section of the normal map to give that portion the appearance of some of the detail even without that part of the mesh there at all, since there's flat mesh underneath that can be potentially be altered in the shotgun's texture files. Waiting a few days is nothing; I've been waiting to be able to do this for a long time. Awesome stuff.EDIT:What if the 2 ejection port doors are made part of the main mesh, like merged in? Someone could redo the animation re-adding the bones needed for them to open and close with the cocking of the gun but if not, that would be a way to have the appearance be complete even without the full animations. Looking through the leftover files in the final game for it (the game assets refer to the final shotgun as shotgun2 so shotgun is this mesh) it looks to have been replaced very late in development.
I'm not sure why. All the textures for it are blank except for the normal map, which compared to the normal map for it from the alpha assets, looks somewhat different.
Perhaps they changed something that required recreating all the textures. When you share the mesh I'll try it with both to see how it looks different. GodofGaming generously shared an incomplete version of this shotgun that works perfectly in vanilla DOOM 3 with the exception of the ejection port doors and the loading port door on the bottom, of which are related to the animations being different for the final shotgun, missing the appropriate bones needed, but it's still really neat I think to have it in the game.This should be just enough to get the incomplete view mesh into the game. 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.Due to not being able to position the missing parts of the mesh due to no bones to attach them to, they were left out of the mesh. Having modified animations would allow them to be placed properly.GodofGaming is really busy currently but the plan is to redo the mesh and try and fix some of the issues it has. The DOOM III E3 build doesn't have world meshes for any weapons so right now there's no new mesh for the shotgun pickup. You're welcome.
I wish someone who has experience working with game meshes and animations could help me fix the remaining issues:1. Creating a worldshotgun mesh from this.2. Fixing the green invisibility effect on the viewmesh.3. Adding the needed bones to the shotgun animations to allow for the ejection port doors and load port door on the bottom to be added.4.
The conversion of the mesh needs to be redone by GodofGaming as the above pieces were deleted since there were no bones to connect them to. What's interesting to note is that the animations were basically unfinished versions of what the final shotgun has in the first place, and the ejection port was never animated during the alpha either; the only truly unique anim detail was the load port flipping outwards as the hand slides the shells in one by one. It's probably why the whole bones problem is apparent since they hadn't gotten around to animating that yet. Looking at alpha footage again though, the thing really did look and sound like it packed a wallop compared to the giant black rectangle that was the final shotgun.
Go to the chao transporter and look in Dark Garden on slot B.7. Go into Chao Garden on your main file and buy a chao egg from the Black Market, hatch it.6. Switch the chao you just bought with that one. Use your AR to customize the chao, start the game with the codes on.5. See the new chao? Sonic adventure 2 mods.
What's interesting to note is that the animations were basically unfinished versions of what the final shotgun has in the first place, and the ejection port was never animated during the alpha either; the only truly unique anim detail was the load port flipping outwards as the hand slides the shells in one by one. It's probably why the whole bones problem is apparent since they hadn't gotten around to animating that yet. Looking at alpha footage again though, the thing really did look and sound like it packed a wallop compared to the giant black rectangle that was the final shotgun.Actually the ejection port doors have bones and are animated in the E3 2002 build. It is the position of the shotgun in it's cocking animation when they are briefly open that kind of hides the fact. In the E3 2003 trailer you can see an updated version where they stay open longer making it more easily visible, plus there is more than one cocking animation by that point. The loading door in the E3 2002 build does swing out while on the final shotgun it swings in, but it's basically in the same spot (as far as I know) so the bone for it should be there so I'm not sure why there's an issue with that part.
It's interesting because even in the final game, looking at the place the ejected shell comes from is clearly unchanged from the original shotgun despite the ejection port having been moved to the lower side of the new shotgun where a lever was added that has animation that matches the cocking. Going by digging around in the game assets, the shotgun mesh change seems to have been done late in development and I would love to know why.Even without animations, it would be nice if these things could be merged into the body of the mesh so that without bones, they at least show up in the right spots. That and creating a world mesh (this one in particular.).
Spamclark15, why won't you upload this file to Mod DB and name it after this thread (Alpha Shotgun Mod)? It's great, and I think others should be able to locate it easily.I really don't have the skillset myself to complete this mod. I like the idea of it and honestly I'm shocked it was managed to get as much into the game, but things like the weapon's animations need tweaked to match up with parts of the mesh that were changed when shotgun2 replaced it in the final game. The mesh shared corrently has the parts that are not animated properly deleted, which means the mesh needs to go through the conversion listed here again to bring those parts back so that the animation can place these objects where they belong, like the ejection port doors. The other part is that it needs a world mesh. With the DOOM 3 alpha there were no world models for any of the weapons as far as I know so it would need to be created by completing the view mesh, deleting out the hands/forearms, and downscaling it so that what you see lying on the floor or in someone's hands matches what you're seeing.I guess I could create one if it would help lure people into working to complete the project.
Generally mods can be installed by creating a folder in the doom 3 directory with an appropriate name, and unzipping the mod into that folder. Then you can just select it from the main menu in doom 3.
Doom 3 Mods On Steam
However I have noticed some serious problems with doom 3 and mods. Generally the game just acts like it's attempting to load the mod, then goes back to the desktop with no error message. Usually this can be fixed by removing any 'after-market' files from your doom3/base folder. Sometimes it'll take a clean install to make the mod work.
Doom 3 Balance Mod
But basically, it's a bad idea to modify any of the original doom 3 files, or put anything new in the doom3/base folder. That'll usually cause problems mods that you put in a seperate folder in the doom3 directory.