jmarshall23@Posted: Wed Dec 05, 2012 12:35 pm :
GIT Link: https://taken.googlecode.com/svn/trunk/

Release 5:

Status:
Everything works in the editor/dmap except what is listed below.

New Features:
Closing the game window no longer closes the game when the editor is open, instead just hides it.

Fixes:
Fixed the missing units on the Z/XY window.

Known Issues:
Models and sounds don't show up in the place model/sound editor.
3d preview still does not work.

MayaImport:
Initlial checkin of a stand alone md5 exporter.

Attachment:
bfgwitheditor2.png
bfgwitheditor2.png [ 453.99 KB | Viewed 207 times ]



bkt@Posted: Wed Dec 05, 2012 1:11 pm :
Excellent work!

At least with this people can probably make their levels in vanilla doom3 then compile them using your editor for bfg :)



jmarshall23@Posted: Wed Dec 05, 2012 1:32 pm :
Fix for the texture issue - in CamWnd.cpp find setGLMode and just under case cd_texture: add

Code:
qglEnable(GL_TEXTURE_2D);


Still looking up the one for the material preview window.



parsonsbear@Posted: Wed Dec 05, 2012 2:37 pm :
Awesome!



jmarshall23@Posted: Wed Dec 05, 2012 3:21 pm :
I don't think I'll have much time to mess with it more, some other things I found out is when I fixed the texture for the ceiling the game doesn't recover from the pause during loading and the texture cords load messed up. It seems like its detecting its not a id map and throwing up(the map crc becomes invalid at that point), but with the ceiling texture missing it actually loads fine :/.

The realtime preview is also messed up its not syncing with the render thread properly.

Anyway at least its "hook up" :P.



ika@Posted: Wed Dec 05, 2012 3:35 pm :
Is the link broken?



jmarshall23@Posted: Wed Dec 05, 2012 3:56 pm :
The link works.



Tr3B@Posted: Wed Dec 05, 2012 4:15 pm :
jmarshall23 wrote:
I don't think I'll have much time to mess with it more, some other things I found out is when I fixed the texture for the ceiling the game doesn't recover from the pause during loading and the texture cords load messed up. It seems like its detecting its not a id map and throwing up(the map crc becomes invalid at that point), but with the ceiling texture missing it actually loads fine :/.

The realtime preview is also messed up its not syncing with the render thread properly.

Anyway at least its "hook up" :P.


I just compiled it and I can start it. However it looks like that it is quite unstable this way. :(



jmarshall23@Posted: Wed Dec 05, 2012 4:23 pm :
Tr3B wrote:
jmarshall23 wrote:
I don't think I'll have much time to mess with it more, some other things I found out is when I fixed the texture for the ceiling the game doesn't recover from the pause during loading and the texture cords load messed up. It seems like its detecting its not a id map and throwing up(the map crc becomes invalid at that point), but with the ceiling texture missing it actually loads fine :/.

The realtime preview is also messed up its not syncing with the render thread properly.

Anyway at least its "hook up" :P.


I just compiled it and I can start it. However it looks like that it is quite unstable this way. :(


It is, the new threading model has the game and renderer in seperate threads running in parrael with each other which the editor code wasn't designed for. The editor expects there to be a consistent context to render to, which obviously is that usable in this state which is why I switched it over to each window in the editor has its own context and are sharing the main render threads context.

This works just have to ensure all the contexts have texture 2d enabled which currently the material window doesn't. The 3d preview window will have to be hooked into the game code to work properly.



The Happy Friar@Posted: Wed Dec 05, 2012 4:58 pm :
Since people can use GTK & Dark Radient, what about getting the others tools working? The particle is already in DR but the in game sound and light editor are quite useful, and nobody's made a separate AF Editor yet, so that's required for any ragdoll models, and it's only in stock D3.



evilartist@Posted: Wed Dec 05, 2012 5:36 pm :
Maybe this is a dumb question, but why are you trying to make the BFG Edition modifiable? We already had a fully moddable version for eight years. I'm not trying to dis your work, but why? The BFG updates don't seem special enough to warrant hacking into it.



BNA!@Posted: Wed Dec 05, 2012 5:54 pm :
Very nice - good work!



hgdavidy@Posted: Thu Dec 06, 2012 12:51 pm :
Dont work for me the download from gamefront website.

Please upload to other site, gamefront dont allow to download from spain and other countries



parsonsbear@Posted: Thu Dec 06, 2012 6:34 pm :
@EvilArtist- I think once the hangups people have about BFG are addressed (and getting the toolchain working again is a big one), it's a much better platform for idTech4 based projects going forward. In particular, any use of the engine on portable devices will be greatly improved by the much maligned use of binary file formats and the threading engine.

Existing mods and maps, particularly non-TC's will probably be just fine sticking with Vanilla, but the future of the engine is going to be dependent on being cross-platform and super efficient.

Not sure what JMarshall has up his sleeve these days, but I'm going to assume this is something he did as part of his other efforts, and decided to release the fix to the community as a 'why not' good deed.



vertex007@Posted: Fri Dec 07, 2012 12:46 pm :
thanks for the effort anyway....half assed BFG source code release....half assed BFG release....half assed Rage release, false promises (dlcs/editor coming soon...)
so every effort to correct the general id half assery since they sold out to bethesda is appreciated.

and the winner of half assery of the year goes to..... id software !

:mrgreen:



jmarshall23@Posted: Sat Dec 08, 2012 5:03 am :
parsonsbear wrote:
@EvilArtist- I think once the hangups people have about BFG are addressed (and getting the toolchain working again is a big one), it's a much better platform for idTech4 based projects going forward. In particular, any use of the engine on portable devices will be greatly improved by the much maligned use of binary file formats and the threading engine.

Existing mods and maps, particularly non-TC's will probably be just fine sticking with Vanilla, but the future of the engine is going to be dependent on being cross-platform and super efficient.

Not sure what JMarshall has up his sleeve these days, but I'm going to assume this is something he did as part of his other efforts, and decided to release the fix to the community as a 'why not' good deed.


You are correct :), who ever wanted me to upload ot to another server if I get time this weekend I'll do that.

Believe me half of you would kill for what I'm working on right now, I just can't say anything at all about it for awhile. This is really the most I'm able to do atm



The_Raven@Posted: Sat Dec 08, 2012 8:48 am :
You had mentioned in late October that you might do a public code dump of the CDK in about a month's time. Is that still on the table or will it be a little bit longer until there is news on the project? I do realize that you might not be able to comment on this right now, as mentioned previously, but I figured I'd ask anyways.



Dashiva@Posted: Sun Dec 09, 2012 3:52 am :
I'm also wondering this as well. If..hypothetically, now that I have a coder for my project, we were to write some game code on the stock Idtech4 engine would there be a way to port it to your new engine when that comes out? (I ask because I'm not sure if the game code itself/scripts were done in csharp).



ika@Posted: Sun Dec 09, 2012 12:42 pm :
jmarshall23 wrote:
The link works.


Thank you, but it doesn't for me. I waited patiently for days now, but it's still appears broken from here:/
Code:
File not found
     
          Firefox can't find the file at http://media1.gamefront.com/guploads/201212/05/03/Doom3BFGCleanWithEditor3.rar?b17f4b620c6cf1393ffa644d11eea151ee12995c6f2461e126e601ef5a3f0f0569ff16138594a2f1b165ec34369665246886bad947e7bbd9031439239dd85e70682b278262814f960f9ed30e59ac58e838e0ac58506c65cd99aedc6acec13b58ae5b12ad69cdab73d333a5291abd24c8c863896c03cccf.

  Check the file name for capitalization or other typing errors.
  Check to see if the file was moved, renamed or deleted.
Could you please upload it to somewhere else too, I would really appreciate it.

Thanks


edit: I found the cause:
Code:
GameFront is not supported in the following countries, including the Russian Federation;

Argentina
Mexico
Chile
Spain
Thailand
Poland
Colombia
Brazil
France
Venezuela
Italy
Peru
Uruguay
Malaysia
Turkey
Indonesia
India
Ecuador
Costa Rica
Honduras
Hungary
Philippines
Portugal
Romania
Russian Federation
Serbia
Singapore
Sweden
Japan
Indonesia

If you live in any of these countries, you will not be able to download files from Gamefront.


I will try my luck with a proxy, sorry for asking without investigating:/



Dashiva@Posted: Sun Dec 09, 2012 11:48 pm :
https://docs.google.com/open?id=0Byc0os ... jhXQ2M3M2c should work. I went ahead and mirrored it.



jmarshall23@Posted: Wed Dec 05, 2012 12:35 pm :
GIT Link: https://taken.googlecode.com/svn/trunk/

Release 5:

Status:
Everything works in the editor/dmap except what is listed below.

New Features:
Closing the game window no longer closes the game when the editor is open, instead just hides it.

Fixes:
Fixed the missing units on the Z/XY window.

Known Issues:
Models and sounds don't show up in the place model/sound editor.
3d preview still does not work.

MayaImport:
Initlial checkin of a stand alone md5 exporter.

Attachment:
bfgwitheditor2.png
bfgwitheditor2.png [ 453.99 KB | Viewed 207 times ]



bkt@Posted: Wed Dec 05, 2012 1:11 pm :
Excellent work!

At least with this people can probably make their levels in vanilla doom3 then compile them using your editor for bfg :)



jmarshall23@Posted: Wed Dec 05, 2012 1:32 pm :
Fix for the texture issue - in CamWnd.cpp find setGLMode and just under case cd_texture: add

Code:
qglEnable(GL_TEXTURE_2D);


Still looking up the one for the material preview window.



parsonsbear@Posted: Wed Dec 05, 2012 2:37 pm :
Awesome!



jmarshall23@Posted: Wed Dec 05, 2012 3:21 pm :
I don't think I'll have much time to mess with it more, some other things I found out is when I fixed the texture for the ceiling the game doesn't recover from the pause during loading and the texture cords load messed up. It seems like its detecting its not a id map and throwing up(the map crc becomes invalid at that point), but with the ceiling texture missing it actually loads fine :/.

The realtime preview is also messed up its not syncing with the render thread properly.

Anyway at least its "hook up" :P.



ika@Posted: Wed Dec 05, 2012 3:35 pm :
Is the link broken?



jmarshall23@Posted: Wed Dec 05, 2012 3:56 pm :
The link works.



Tr3B@Posted: Wed Dec 05, 2012 4:15 pm :
jmarshall23 wrote:
I don't think I'll have much time to mess with it more, some other things I found out is when I fixed the texture for the ceiling the game doesn't recover from the pause during loading and the texture cords load messed up. It seems like its detecting its not a id map and throwing up(the map crc becomes invalid at that point), but with the ceiling texture missing it actually loads fine :/.

The realtime preview is also messed up its not syncing with the render thread properly.

Anyway at least its "hook up" :P.


I just compiled it and I can start it. However it looks like that it is quite unstable this way. :(



jmarshall23@Posted: Wed Dec 05, 2012 4:23 pm :
Tr3B wrote:
jmarshall23 wrote:
I don't think I'll have much time to mess with it more, some other things I found out is when I fixed the texture for the ceiling the game doesn't recover from the pause during loading and the texture cords load messed up. It seems like its detecting its not a id map and throwing up(the map crc becomes invalid at that point), but with the ceiling texture missing it actually loads fine :/.

The realtime preview is also messed up its not syncing with the render thread properly.

Anyway at least its "hook up" :P.


I just compiled it and I can start it. However it looks like that it is quite unstable this way. :(


It is, the new threading model has the game and renderer in seperate threads running in parrael with each other which the editor code wasn't designed for. The editor expects there to be a consistent context to render to, which obviously is that usable in this state which is why I switched it over to each window in the editor has its own context and are sharing the main render threads context.

This works just have to ensure all the contexts have texture 2d enabled which currently the material window doesn't. The 3d preview window will have to be hooked into the game code to work properly.



The Happy Friar@Posted: Wed Dec 05, 2012 4:58 pm :
Since people can use GTK & Dark Radient, what about getting the others tools working? The particle is already in DR but the in game sound and light editor are quite useful, and nobody's made a separate AF Editor yet, so that's required for any ragdoll models, and it's only in stock D3.



evilartist@Posted: Wed Dec 05, 2012 5:36 pm :
Maybe this is a dumb question, but why are you trying to make the BFG Edition modifiable? We already had a fully moddable version for eight years. I'm not trying to dis your work, but why? The BFG updates don't seem special enough to warrant hacking into it.



BNA!@Posted: Wed Dec 05, 2012 5:54 pm :
Very nice - good work!



hgdavidy@Posted: Thu Dec 06, 2012 12:51 pm :
Dont work for me the download from gamefront website.

Please upload to other site, gamefront dont allow to download from spain and other countries



parsonsbear@Posted: Thu Dec 06, 2012 6:34 pm :
@EvilArtist- I think once the hangups people have about BFG are addressed (and getting the toolchain working again is a big one), it's a much better platform for idTech4 based projects going forward. In particular, any use of the engine on portable devices will be greatly improved by the much maligned use of binary file formats and the threading engine.

Existing mods and maps, particularly non-TC's will probably be just fine sticking with Vanilla, but the future of the engine is going to be dependent on being cross-platform and super efficient.

Not sure what JMarshall has up his sleeve these days, but I'm going to assume this is something he did as part of his other efforts, and decided to release the fix to the community as a 'why not' good deed.



vertex007@Posted: Fri Dec 07, 2012 12:46 pm :
thanks for the effort anyway....half assed BFG source code release....half assed BFG release....half assed Rage release, false promises (dlcs/editor coming soon...)
so every effort to correct the general id half assery since they sold out to bethesda is appreciated.

and the winner of half assery of the year goes to..... id software !

:mrgreen:



jmarshall23@Posted: Sat Dec 08, 2012 5:03 am :
parsonsbear wrote:
@EvilArtist- I think once the hangups people have about BFG are addressed (and getting the toolchain working again is a big one), it's a much better platform for idTech4 based projects going forward. In particular, any use of the engine on portable devices will be greatly improved by the much maligned use of binary file formats and the threading engine.

Existing mods and maps, particularly non-TC's will probably be just fine sticking with Vanilla, but the future of the engine is going to be dependent on being cross-platform and super efficient.

Not sure what JMarshall has up his sleeve these days, but I'm going to assume this is something he did as part of his other efforts, and decided to release the fix to the community as a 'why not' good deed.


You are correct :), who ever wanted me to upload ot to another server if I get time this weekend I'll do that.

Believe me half of you would kill for what I'm working on right now, I just can't say anything at all about it for awhile. This is really the most I'm able to do atm



The_Raven@Posted: Sat Dec 08, 2012 8:48 am :
You had mentioned in late October that you might do a public code dump of the CDK in about a month's time. Is that still on the table or will it be a little bit longer until there is news on the project? I do realize that you might not be able to comment on this right now, as mentioned previously, but I figured I'd ask anyways.



Dashiva@Posted: Sun Dec 09, 2012 3:52 am :
I'm also wondering this as well. If..hypothetically, now that I have a coder for my project, we were to write some game code on the stock Idtech4 engine would there be a way to port it to your new engine when that comes out? (I ask because I'm not sure if the game code itself/scripts were done in csharp).



ika@Posted: Sun Dec 09, 2012 12:42 pm :
jmarshall23 wrote:
The link works.


Thank you, but it doesn't for me. I waited patiently for days now, but it's still appears broken from here:/
Code:
File not found
     
          Firefox can't find the file at http://media1.gamefront.com/guploads/201212/05/03/Doom3BFGCleanWithEditor3.rar?b17f4b620c6cf1393ffa644d11eea151ee12995c6f2461e126e601ef5a3f0f0569ff16138594a2f1b165ec34369665246886bad947e7bbd9031439239dd85e70682b278262814f960f9ed30e59ac58e838e0ac58506c65cd99aedc6acec13b58ae5b12ad69cdab73d333a5291abd24c8c863896c03cccf.

  Check the file name for capitalization or other typing errors.
  Check to see if the file was moved, renamed or deleted.
Could you please upload it to somewhere else too, I would really appreciate it.

Thanks


edit: I found the cause:
Code:
GameFront is not supported in the following countries, including the Russian Federation;

Argentina
Mexico
Chile
Spain
Thailand
Poland
Colombia
Brazil
France
Venezuela
Italy
Peru
Uruguay
Malaysia
Turkey
Indonesia
India
Ecuador
Costa Rica
Honduras
Hungary
Philippines
Portugal
Romania
Russian Federation
Serbia
Singapore
Sweden
Japan
Indonesia

If you live in any of these countries, you will not be able to download files from Gamefront.


I will try my luck with a proxy, sorry for asking without investigating:/



Dashiva@Posted: Sun Dec 09, 2012 11:48 pm :
https://docs.google.com/open?id=0Byc0os ... jhXQ2M3M2c should work. I went ahead and mirrored it.



ika@Posted: Mon Dec 10, 2012 8:23 pm :
Dashiva wrote:
https://docs.google.com/open?id=0Byc0osr5BFPTSU16TjhXQ2M3M2c should work. I went ahead and mirrored it.


I managed to get it with a proxy, but many thanks anyway, and also thank you for your work jmarshall23.



The_Raven@Posted: Tue Dec 11, 2012 1:19 am :
Dashiva wrote:
I ask because I'm not sure if the game code itself/scripts were done in csharp


Hopefully I'm not going too far off topic, but I've been curious why c# was chosen to port over the gamecode/scripts to? I'm not overly familiar with the language besides the fact that mono does allow the language to run in a cross-platform setting, though some in the open source community are concerned over the use of the language for applications due to it being patent encumbered. Why specifically was it chosen? and what advantages does it bring?



jmarshall23@Posted: Sat Dec 22, 2012 10:43 pm :
Sorry I have been extremely busy but I got some time off for christmas. I fixed the dmap texture coord compiling errors, and some other fixes with the editor it's almost production ready when it is ill release it.

I choose C# because its a one click compile for all platforms approach, I'm thinking ahead to iOS, I would rather stay out of xcode as much as I can :/.



BNA!@Posted: Sun Dec 23, 2012 1:52 am :
jmarshall23 wrote:
I'm thinking ahead to iOS


I suddenly feel so christmasy :)



jmarshall23@Posted: Sun Dec 23, 2012 2:24 am :
Release 4
http://www.gamefront.com/files/22774719/Doom3WithEditor4.rar

This should fix the remainder of the usage bugs with the editor, there are still a few lingering issues(mentioend below).

Fixes:
Fixed Texture Coordinate/Normal generation bugs in DMAP.
Fixed the material browser showing materials as pure white.
Fixed a bug were assigning a material to a surface would cause the editor to crash.
Editor window position and sizes are now saved correctly. They are now saved into radiant.cfg rather than the registry.

Known Bugs:
In 2D view the geometry sometimes disappears.
The units displayed in the editor windows are missing.
Colors in the 2d/z view are showing up black.
Some editor preferences are not saved.

The editor will start up as it stands with all the windows at position 0, 0 with size 0,0 to fix that create radiant.cfg inside of your users/<your username>/saved games/id software/taken/radiant.cfg and paste this into it:

Code:
set radiant_entityMode "0"
set radiant_TextureLock "1"
set radiant_RotateLock "1"
set radiant_LoadLast "1"
set radiant_LastProject "worldstudio.qe4"
set radiant_LastMap ""
set radiant_RunBefore "1"
set radiant_NewFaceGrab "1"
set radiant_NewRightClick "1"
set radiant_NewVertex "1"
set radiant_Autosave "1"
set radiant_LoadLastMap "0"
set radiant_NewTextureWindowStuff "0"
set radiant_AutosaveMinutes "5"
set radiant_Snapshots "0"
set radiant_StatusPointSize "10"
set radiant_CamXYUpdate "1"
set radiant_NewLightStyle "1"
set radiant_MoveSpeed "400"
set radiant_AngleSpeed "300"
set radiant_CubicClipping "1"
set radiant_CubicScale "13"
set radiant_ALTEdgeDrag "0"
set radiant_QE4Paint "1"
set radiant_SnapT "0"
set radiant_XZVIS "0"
set radiant_YZVIS "0"
set radiant_ZVIS "1"
set radiant_SizePainting "0"
set radiant_WideToolBar "1"
set radiant_NoClamp "0"
set radiant_Rotation "45"
set radiant_HiColorTextures "1"
set radiant_ChaseMouse "1"
set radiant_EntityShow "0"
set radiant_TextureScale "50"
set radiant_TextureScrollbar "1"
set radiant_UseDisplayLists "1"
set radiant_SwitchClipKey "1"
set radiant_SelectWholeEntitiesKey "1"
set radiant_TextureQuality "6"
set radiant_UseGLLighting "0"
set radiant_NoStipple "1"
set radiant_UndoLevels "63"
set radiant_RadiantMapPath ""
set radiant_ModelPath ""
set radiant_NewMapFormat "1"
set radiant_EntityPlacement_x "-144"
set radiant_EntityPlacement_y "-140"
set radiant_EntityPlacement_z "-98"
set radiant_EntityPlacement_w "-183"
set radiant_radiant_InspectorsWindow_x "942"
set radiant_radiant_InspectorsWindow_y "-11"
set radiant_radiant_InspectorsWindow_z "470"
set radiant_radiant_InspectorsWindow_w "369"
set radiant_InspectorDockedDialogs "4304"
set radiant_radiant_MainWindowPlace_x "1048"
set radiant_radiant_MainWindowPlace_y "-8"
set radiant_radiant_MainWindowPlace_z "1928"
set radiant_radiant_MainWindowPlace_w "-8"
set radiant_radiant_xywindow_x "954"
set radiant_radiant_xywindow_y "561"
set radiant_radiant_xywindow_z "1900"
set radiant_radiant_xywindow_w "25"
set radiant_radiant_xzwindow_x "39"
set radiant_radiant_xzwindow_y "0"
set radiant_radiant_xzwindow_z "140"
set radiant_radiant_xzwindow_w "0"
set radiant_radiant_yzwindow_x "39"
set radiant_radiant_yzwindow_y "0"
set radiant_radiant_yzwindow_z "140"
set radiant_radiant_yzwindow_w "0"
set radiant_radiant_camerawindow_x "365"
set radiant_radiant_camerawindow_y "-4"
set radiant_radiant_camerawindow_z "473"
set radiant_radiant_camerawindow_w "26"
set radiant_radiant_zwindow_x "944"
set radiant_radiant_zwindow_y "471"
set radiant_radiant_zwindow_z "561"
set radiant_radiant_zwindow_w "26"
set radiant_radiant_texwindow_x "-858993536"
set radiant_radiant_texwindow_y "-858993472"
set radiant_radiant_texwindow_z "-858993472"
set radiant_radiant_texwindow_w "-858993536"


You can off course skip this step and resize the windows as you want which you will have to do anyway to match your monitors resolution this is just for the people that will panic because there window sizes are so small.



LDAsh@Posted: Sun Dec 23, 2012 5:48 am :
Any chance of uploading this somewhere decent? Gamefront is disgusting and smells bad too. :cry:



motorsep@Posted: Sun Dec 23, 2012 5:50 am :
It's all cool and everything, but, how did you make BFG loading custom maps?

Not only it can't load simple box map from original Doom 3, BFG can't even spawn entities on existing maps, via spawn console cmd. In other words, what's the use of the editor, if the game can't run custom content? :)



jmarshall23@Posted: Sun Dec 23, 2012 6:41 am :
If it found a resource file in the file system it restricted content, it fully loads custom maps and custom content its marked in the code.

I'll upload it to git when I can, but for now its at that link above.



motorsep@Posted: Sun Dec 23, 2012 7:01 am :
Hmm.. Can you clarify it please? I simply want to load lotsofimps map from Doom 3 to test performance in BFG against Doom 3.



jmarshall23@Posted: Sun Dec 23, 2012 7:30 am :
Use the code I posted above and just copy the map to the base folder.



parsonsbear@Posted: Sun Dec 23, 2012 10:36 pm :
Very awesome. Re: C#, it's a good thing- there's lots of people using it in Unity to good effect, and it's a solid language. I was always hoping the guy who wrote the javascript interpreter for D3 would have released his work: viewtopic.php?t=23376

Not sure if it would be worth implementing- I think JS is probably more popular on Unity despite C# being recognized as a better alternative by most everyone.



jmarshall23@Posted: Mon Dec 24, 2012 7:24 am :
Moved the code to a git repository(see 1st post). Fixed the missing units on the xy/z windows, and loss of colors in those windows. Also checked in a initial version of a stand alone version of the idtech 4 md5 exporter.

For now you will need to toggle com_smp to 0.



NX-317@Posted: Wed Dec 26, 2012 6:35 am :
Can someone upload the compiled exe? Not everyone has the necessary tools to compile the code...



Lorik.f9@Posted: Wed Dec 26, 2012 11:14 am :
NX-317 wrote:
Can someone upload the compiled exe? Not everyone has the necessary tools to compile the code...

Here http://www.mediafire.com/?lg0hjqvn03sgj6k
Taken(Debug) + MayaImport2012.mll. Although the plug-in for Maya not work for me.

jmarshall23
Sometimes the textures window moves up.
Image
When you put model on the map it looks without diffuse map (i try reloadDecls and reloadImages, but nothing). If you save the map and restart editor, all is normal (2).
Image
When you give a click and move in 2D view a delay of 1-2 seconds before moving the brush (or scrolling view). Renderbump command will hang the editor after 10-15 minutes of calculations (normal map not created).



motorsep@Posted: Thu Dec 27, 2012 8:15 am :
@jmarshall23: Are you certain you have a git repo? Git failed to clone it, but subversion did not fail. So if you have svn, then you might want to change "GIT" to "SVN" in the first post (and Google says you do have SVN repo) :)

When I load Taken.sln, there are several projects that can not be opened. One of them is "tools". Is it normal?

Windows 7.1a SDK, Windows 7 Pro 64bit, MSVC 2010 Express:

Code:
1>------ Build started: Project: external, Configuration: Debug Win32 ------
2>------ Build started: Project: idLib, Configuration: Debug Win32 ------
3>------ Build started: Project: Game, Configuration: Debug Win32 ------
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Platforms\Win32\Microsoft.Cpp.Win32.Targets(518,5): error MSB8008: Specified platform toolset (v110) is not installed or invalid. Please make sure that a supported PlatformToolset value is selected.
3>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Platforms\Win32\Microsoft.Cpp.Win32.Targets(518,5): error MSB8008: Specified platform toolset (v110) is not installed or invalid. Please make sure that a supported PlatformToolset value is selected.
2>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Platforms\Win32\Microsoft.Cpp.Win32.Targets(518,5): error MSB8008: Specified platform toolset (v110) is not installed or invalid. Please make sure that a supported PlatformToolset value is selected.
4>------ Build started: Project: WorldStudio, Configuration: Debug Win32 ------
5>------ Build started: Project: MayaImport, Configuration: Debug(Maya 2012) Win32 ------
4>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Platforms\Win32\Microsoft.Cpp.Win32.Targets(518,5): error MSB8008: Specified platform toolset (v110) is not installed or invalid. Please make sure that a supported PlatformToolset value is selected.
5>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Platforms\Win32\Microsoft.Cpp.Win32.Targets(518,5): error MSB8008: Specified platform toolset (v110) is not installed or invalid. Please make sure that a supported PlatformToolset value is selected.
6>------ Build started: Project: Taken, Configuration: Debug Win32 ------
6>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Platforms\Win32\Microsoft.Cpp.Win32.Targets(518,5): error MSB8008: Specified platform toolset (v110) is not installed or invalid. Please make sure that a supported PlatformToolset value is selected.
========== Build: 0 succeeded, 6 failed, 0 up-to-date, 0 skipped ==========


I give you one thing jmarshall23 - you are very consistent :) I failed to compile every single of your projects out-of-the-box :P

I changed Platform Toolset to Windows7.1SDK and MSVC began compiling. Got this at the end:

http://pastebin.com/W0Vq0jBs

Solution? Thanks.



NX-317@Posted: Thu Dec 27, 2012 11:02 am :
Thank you very much, Lorik.f9!

Unfortunately, in editor all view windows are black and it crashes shortly after launching. The worldstudio seems to be DoomEdit, copied straight from original Doom3. The compiler requires resources from original Doom 3 to convert them to BFG Edition format, it saves converted ones in base/generated folder.

I compiled Investigation map, and when I try to load it, I get this:

ERROR: While linking GLSL program 35 with vertexShader heatHazeWithMask.vfp and fragmentShader heatHazeWithMask.vfp
Fragment shader contains a user varying, but is linked without a vertex shader.

If I attempt again, I get the same error, but the program number is different: 37, 38, 39, 40, 41, 42, 43...

I did set com_smp to 0.

Managed to load Industrial Environment map. Works ok but one texture is wrongly aligned (look at the bottom of the image).

http://img824.imageshack.us/img824/5673/takent.jpg

I can only load the map once. Then it gives the aforementioned error, so I have to restart the program.

@motorsep: if I understand correctly, you need Microsoft Visual Studio Professional 2012 in order to compile it. Or find somewhere the "MFC" files (afxwin.h, afxdisp.h and others) and somehow add them to Express installation.

For me, Visual Studio 2010 Express couldn't open Taken.sln file, saying that it requires a newer version. 2012 Express couldn't compile, because it didn't find files which actually were in the code. One of them was precompiled.h. Eventually I solved this problem by copying everything to c:\Doom3 folder, but then it reported that aforementioned "MFC" files are missing. This is where I gave up.

And finally, jmarshall23, thanks for your work! I'm certainly interested in a tool which converts Doom3 maps to BFG maps, and will continue my tests once improved .exe becomes available.

I also plan to grab my collection of Doom3 single player maps and try and find one which works with the current .exe. I'll post here if I ever do this and find it. I already tried Obi-Wan map01 and it dind't work.



motorsep@Posted: Thu Dec 27, 2012 6:04 pm :
NX-317 wrote:
@motorsep: if I understand correctly, you need Microsoft Visual Studio Professional 2012 in order to compile it. Or find somewhere the "MFC" files (afxwin.h, afxdisp.h and others) and somehow add them to Express installation.


Well, there is nowhere in the thread it says "MSVC 2012 required". And I do have MFC files, otherwise vanilla Doom 3 wouldn't compile with tools.



Lorik.f9@Posted: Thu Dec 27, 2012 11:02 pm :
NX-317 wrote:
I compiled Investigation map, and when I try to load it, I get this:

ERROR: While linking GLSL program 35 with vertexShader heatHazeWithMask.vfp and fragmentShader heatHazeWithMask.vfp
Fragment shader contains a user varying, but is linked without a vertex shader.

Are you Taken.exe copied to Doom 3 or Doom 3 BFG? I copy to Doom 3 BFG and it works almost stable (except some strange with editor).
You can check the line "heatHazeWithMask" or "heatHazeWithMask" in yours MTR files. If they exists, Taken.exe will crash, because it works with GLSL shaders (I think).
I also try to compile a map from Doom 3 BFG and it worked fine (after two crash:(.
1. extractResourceFile maps/cpu.resources temp
2. copy all files from temp folder to base folder
3. rename maps/game/cpu.map to maps/game/test.map (only for test)
4. dmap game/test.map
5. map game/test.map
..and it works.



NX-317@Posted: Fri Dec 28, 2012 3:03 am :
It's in a separate folder, where in its base folder it has .resources files from BFG and extracted resources from original Doom3. I've just ran a search, and there are no files that have "heathaze" in the file name there. I also checked all materials/*.mtr files and removed all mentions of "heatHazeWithMask" and other .vfp files. But the Investigation map still gives the same error.



motorsep@Posted: Wed Feb 27, 2013 1:42 am :
Any progress on this one?