Trevor@Posted: Sat Oct 30, 2004 2:32 am :
I know this is really basic stuff to most of you but I'm just starting to get comfortable with the Doom 3 SDK so I wrote a tutorial on strings and text messages. I talk about idStr, colours, console messages, and HUD messages. Any comments?

http://www.planetdoom.com/d3cc/



rich_is_bored@Posted: Sat Oct 30, 2004 8:06 am :
This is great! Thanks. :)

If we need anything right now it's information people have gathered from the SDK. Kudos.



bad marine ass@Posted: Sat Oct 30, 2004 12:48 pm :
Good information. I'm still relatively new to the SDK, so I need all the help I can get :)



Trevor@Posted: Sun Oct 31, 2004 2:25 am :
I've added a second tutorial. This one's on user input (buttons, impulses, and commands). I spent quite a bit of time working on it and even though it's still pretty basic stuff I ended up learning a lot about the engine. I'd appreciate any comments.

http://bnbt.go-dedicated.com/doom3/tut02.html



SyPHer_@Posted: Sun Oct 31, 2004 9:04 am :
I don't really know much programming and I don't know much about the SDK, but, you should really keep these tutorials coming, as I know they will be a valued asset to the community. Well done :D



djester@Posted: Mon Nov 01, 2004 2:56 am :
i wanna have your baby.

can we get a sticky for tutorials in this section?



Trevor@Posted: Mon Nov 01, 2004 6:36 am :
Thanks for the positive comments everyone. :) I've finished another tutorial, this time on tracelines because I saw the thread where people were confused about tracelines.

On a more serious note there's an error in my first tutorial. I said that you can only print to the HUD with the help of a GUI script but I've recently discovered some text rendering functions in idRenderSystem. Unfortunately I'm having a heck of a time trying to get them to work. They work fine with the "textures/bigchars" material but I don't know how to use the actual game fonts (an, bank, or micro). I've sent an e-mail to iddevnet so if I get an answer I'll write a tutorial on fonts and how to render to the HUD without using a GUI. I'll also put a correction notice in my first tutorial.

Alright, on to the tutorial. Tracelines! Comments welcome as usual.

http://bnbt.go-dedicated.com/doom3/tut03.html



MBolus@Posted: Tue Nov 02, 2004 3:54 am :
Trevor wrote:
I've sent an e-mail to iddevnet so if I get an answer I'll write a tutorial on fonts and how to render to the HUD without using a GUI. I'll also put a correction notice in my first tutorial.

Yes, in fact Brian posted a response with info on the main page at iddev.net.



Trevor@Posted: Tue Nov 02, 2004 5:50 am :
Tutorial 4 on Fonts & Text Messages Part 2.

http://bnbt.go-dedicated.com/doom3/tut04.html



rich_is_bored@Posted: Tue Nov 02, 2004 6:01 am :
Hey Trevor, I'm just gonna rename this thread so it suits this list of tutorials better.



zeh@Posted: Tue Nov 02, 2004 3:57 pm :
Aw, man, this is too good. Thanks a lot!



Shellshocked@Posted: Tue Nov 02, 2004 6:26 pm :
Yeah, good work! And i hope several are on the way, it's very helpful.



goliathvt@Posted: Tue Nov 02, 2004 7:29 pm :
Stickied until we create a SDK-tutorial listing thread and add it there.

Goliath



binaryc@Posted: Tue Nov 02, 2004 8:35 pm :
Another post about fonts again today on iddevnet.com



sparhawk@Posted: Tue Nov 02, 2004 11:57 pm :
Trevor wrote:
I've finished another tutorial, this time on tracelines because I saw the thread where people were confused about tracelines.


Thanks for this tutorial. It really made my day!!! :)

Now my code works, because I noticed one essential thing in your tut. I used GetEyePosition() for the trace start and never put the player as the entity that has to be ignored, so I always got my player back as an answer. Now that i noticed that I could get my code to working within minutes. :)

One sidenote: I'm still confused as how the masks relate to the gameworld. For example. I wanted to trace to an backpack which is an idItem. So I put CONTENTS_RENDERMODEL because it sounded good to me and the comment says "used for render models for collision detection". It is not. a backpack is a CONTENTS_MOVEABLECLIP. Of course this is rather easy to figure out because I wrote a loop that tests all flags and writes it to alog, so I can look which one triggers it. The comments for the masks are not really helpful, but maybe it is only because I'm not an native english speaker?



Trevor@Posted: Fri Nov 05, 2004 3:28 am :
Thanks for changing the name of the thread and making it sticky.

sparhawk - The trace masks are actually pretty confusing. I'd just go with experimentation like you've been doing.

Here's a new tutorial on weapon scripts. This is a general info tutorial - there are no specific examples and it just tries to explain how idWeapon interacts with the weapon scripts. I spent a lot of time tracing through the idWeapon class so it makes a lot of sense to me right now but after reading it over it sounds kind of confusing. Let me know what you think.

Weapon Scripts Part 1

http://bnbt.go-dedicated.com/doom3/tut05.html

I'll probably work on some specific examples for part 2 like alternate firing modes (I know it's already been done) and anything else I can think of. I'm considering modifying the plasma rifle to glow whenever you're aiming at an enemy.



sparhawk@Posted: Fri Nov 05, 2004 2:57 pm :
Trevor wrote:
Here's a new tutorial on weapon scripts.


Thanks for the tutorials. They are really helpfull. But could you edit all your tutorials into the first posting? I think this way people will recignize if much better, because if they don't read the thread entirely they might never notice that there are several different tutorials in here.



Trevor@Posted: Sat Nov 06, 2004 3:46 am :
Just finished a tutorial on vertex and pixel shaders. This one's pretty basic and doesn't get a whole lot done but it covers a lot of ground for beginners. I'll be writing at least a part 2 and I imagine the series will go on for a long time. I'll be working on other tutorials in the meantime (like the weapon scripts series).

http://bnbt.go-dedicated.com/doom3/tut06.html



Trevor@Posted: Sun Nov 07, 2004 7:05 pm :
New tutorial on shaders part 2. This one covers shader parameters and rendering an entity twice for opaque post process pixel shaders.

http://bnbt.go-dedicated.com/doom3/tut07.html



Dante_uk@Posted: Tue Nov 09, 2004 3:55 pm :
Two very cool tuts there. I must start trying to think of something cool to do with shaders now. I haven't done any low level programming for over 10 years!



lowdragon@Posted: Sat Apr 19, 2008 2:52 am :
Wonderfull :) - http://web.archive.org/web/200504031607 ... .com/d3cc/



lowdragon@Posted: Sat Apr 19, 2008 2:52 am :
Wonderfull :) - http://web.archive.org/web/200504031607 ... .com/d3cc/



Trevor@Posted: Sat Oct 30, 2004 2:32 am :
I know this is really basic stuff to most of you but I'm just starting to get comfortable with the Doom 3 SDK so I wrote a tutorial on strings and text messages. I talk about idStr, colours, console messages, and HUD messages. Any comments?

http://www.planetdoom.com/d3cc/



rich_is_bored@Posted: Sat Oct 30, 2004 8:06 am :
This is great! Thanks. :)

If we need anything right now it's information people have gathered from the SDK. Kudos.



bad marine ass@Posted: Sat Oct 30, 2004 12:48 pm :
Good information. I'm still relatively new to the SDK, so I need all the help I can get :)



Trevor@Posted: Sun Oct 31, 2004 2:25 am :
I've added a second tutorial. This one's on user input (buttons, impulses, and commands). I spent quite a bit of time working on it and even though it's still pretty basic stuff I ended up learning a lot about the engine. I'd appreciate any comments.

http://bnbt.go-dedicated.com/doom3/tut02.html



SyPHer_@Posted: Sun Oct 31, 2004 9:04 am :
I don't really know much programming and I don't know much about the SDK, but, you should really keep these tutorials coming, as I know they will be a valued asset to the community. Well done :D



djester@Posted: Mon Nov 01, 2004 2:56 am :
i wanna have your baby.

can we get a sticky for tutorials in this section?



Trevor@Posted: Mon Nov 01, 2004 6:36 am :
Thanks for the positive comments everyone. :) I've finished another tutorial, this time on tracelines because I saw the thread where people were confused about tracelines.

On a more serious note there's an error in my first tutorial. I said that you can only print to the HUD with the help of a GUI script but I've recently discovered some text rendering functions in idRenderSystem. Unfortunately I'm having a heck of a time trying to get them to work. They work fine with the "textures/bigchars" material but I don't know how to use the actual game fonts (an, bank, or micro). I've sent an e-mail to iddevnet so if I get an answer I'll write a tutorial on fonts and how to render to the HUD without using a GUI. I'll also put a correction notice in my first tutorial.

Alright, on to the tutorial. Tracelines! Comments welcome as usual.

http://bnbt.go-dedicated.com/doom3/tut03.html



MBolus@Posted: Tue Nov 02, 2004 3:54 am :
Trevor wrote:
I've sent an e-mail to iddevnet so if I get an answer I'll write a tutorial on fonts and how to render to the HUD without using a GUI. I'll also put a correction notice in my first tutorial.

Yes, in fact Brian posted a response with info on the main page at iddev.net.



Trevor@Posted: Tue Nov 02, 2004 5:50 am :
Tutorial 4 on Fonts & Text Messages Part 2.

http://bnbt.go-dedicated.com/doom3/tut04.html



rich_is_bored@Posted: Tue Nov 02, 2004 6:01 am :
Hey Trevor, I'm just gonna rename this thread so it suits this list of tutorials better.



zeh@Posted: Tue Nov 02, 2004 3:57 pm :
Aw, man, this is too good. Thanks a lot!



Shellshocked@Posted: Tue Nov 02, 2004 6:26 pm :
Yeah, good work! And i hope several are on the way, it's very helpful.



goliathvt@Posted: Tue Nov 02, 2004 7:29 pm :
Stickied until we create a SDK-tutorial listing thread and add it there.

Goliath



binaryc@Posted: Tue Nov 02, 2004 8:35 pm :
Another post about fonts again today on iddevnet.com



sparhawk@Posted: Tue Nov 02, 2004 11:57 pm :
Trevor wrote:
I've finished another tutorial, this time on tracelines because I saw the thread where people were confused about tracelines.


Thanks for this tutorial. It really made my day!!! :)

Now my code works, because I noticed one essential thing in your tut. I used GetEyePosition() for the trace start and never put the player as the entity that has to be ignored, so I always got my player back as an answer. Now that i noticed that I could get my code to working within minutes. :)

One sidenote: I'm still confused as how the masks relate to the gameworld. For example. I wanted to trace to an backpack which is an idItem. So I put CONTENTS_RENDERMODEL because it sounded good to me and the comment says "used for render models for collision detection". It is not. a backpack is a CONTENTS_MOVEABLECLIP. Of course this is rather easy to figure out because I wrote a loop that tests all flags and writes it to alog, so I can look which one triggers it. The comments for the masks are not really helpful, but maybe it is only because I'm not an native english speaker?



Trevor@Posted: Fri Nov 05, 2004 3:28 am :
Thanks for changing the name of the thread and making it sticky.

sparhawk - The trace masks are actually pretty confusing. I'd just go with experimentation like you've been doing.

Here's a new tutorial on weapon scripts. This is a general info tutorial - there are no specific examples and it just tries to explain how idWeapon interacts with the weapon scripts. I spent a lot of time tracing through the idWeapon class so it makes a lot of sense to me right now but after reading it over it sounds kind of confusing. Let me know what you think.

Weapon Scripts Part 1

http://bnbt.go-dedicated.com/doom3/tut05.html

I'll probably work on some specific examples for part 2 like alternate firing modes (I know it's already been done) and anything else I can think of. I'm considering modifying the plasma rifle to glow whenever you're aiming at an enemy.



sparhawk@Posted: Fri Nov 05, 2004 2:57 pm :
Trevor wrote:
Here's a new tutorial on weapon scripts.


Thanks for the tutorials. They are really helpfull. But could you edit all your tutorials into the first posting? I think this way people will recignize if much better, because if they don't read the thread entirely they might never notice that there are several different tutorials in here.



Trevor@Posted: Sat Nov 06, 2004 3:46 am :
Just finished a tutorial on vertex and pixel shaders. This one's pretty basic and doesn't get a whole lot done but it covers a lot of ground for beginners. I'll be writing at least a part 2 and I imagine the series will go on for a long time. I'll be working on other tutorials in the meantime (like the weapon scripts series).

http://bnbt.go-dedicated.com/doom3/tut06.html



Trevor@Posted: Sun Nov 07, 2004 7:05 pm :
New tutorial on shaders part 2. This one covers shader parameters and rendering an entity twice for opaque post process pixel shaders.

http://bnbt.go-dedicated.com/doom3/tut07.html



Dante_uk@Posted: Tue Nov 09, 2004 3:55 pm :
Two very cool tuts there. I must start trying to think of something cool to do with shaders now. I haven't done any low level programming for over 10 years!



Trevor@Posted: Wed Nov 17, 2004 7:30 am :
Added another tutorial and I may be getting some hosting at PlanetDoom shortly! This one's on collisions. I'm thinking of doing a tutorial on adding new entities soon.

http://bnbt.go-dedicated.com/doom3/tut08.html



rich_is_bored@Posted: Wed Nov 17, 2004 4:32 pm :
Thanks again Trevor. Great stuff.



Trevor@Posted: Thu Dec 02, 2004 5:09 am :
I'm now hosted at PlanetDoom. The new address is:

http://www.planetdoom.com/d3cc/

I've also added a new tutorial. This one is really cool. It goes through modifying the BFG ball so that it blows up into tons of plasma balls which ricochet around the room. I'm extremely happy with it. If you want the full effect try it out in testmaps/test_box. Also, I played around with the ricochet code on my own and as I mentioned in the tutorial if you apply a ricochet to the BFG ball it looks awesome.

I'd love any comments on this one in particular.



rich_is_bored@Posted: Thu Dec 02, 2004 5:40 am :
That looks really cool Trevor. :)



just1n@Posted: Mon Dec 20, 2004 3:56 pm :
Pretty sweet. Great job on the tutorials. Keep them coming.



cusTom3@Posted: Sat Jan 01, 2005 9:48 pm :
Tutorial site is down :(

is it going to be back up?



Zenix@Posted: Sun Jan 02, 2005 2:53 am :
Are you trying the old site or the new PlanetDoom one?
'cause the PlanetDoom one's working fine for me.

http://www.planetdoom.com/d3cc/



cusTom3@Posted: Fri Jan 21, 2005 10:43 pm :
i was trying the old one :oops:

thanks :)



Luigi@Posted: Thu Apr 07, 2005 8:53 pm :
Seems like he's not updating it anymore. :/



thronworld@Posted: Thu Apr 21, 2005 5:06 am :
PLease update more tutorials there like the only code ones i can find on the net. :cry:



parsonsbear@Posted: Fri Oct 14, 2005 10:23 pm :
Site appears to be down.



Cochonou@Posted: Tue Oct 18, 2005 1:34 pm :
Indeed, it's 404 error.
You can still grab the tutorials from the google cache.



fleabay@Posted: Thu Nov 10, 2005 6:55 am :
parsonsbear uploaded these. Posted here for clarity. :)

http://a.parsons.edu/~evan/d3cc/tut01.html
http://a.parsons.edu/~evan/d3cc/tut02.html
http://a.parsons.edu/~evan/d3cc/tut03.html
http://a.parsons.edu/~evan/d3cc/tut05.html
http://a.parsons.edu/~evan/d3cc/tut08.html
http://a.parsons.edu/~evan/d3cc/tut09.html
http://a.parsons.edu/~evan/d3cc/Text%20 ... t%202.html



pbmax@Posted: Thu Feb 23, 2006 7:39 pm :
using the web archive wayback machine (one of coolest things i've ever seen), i found two more of trevor's tuts on pixel shaders

http://web.archive.org/web/200502060539 ... tut06.html

http://web.archive.org/web/200502060542 ... tut07.html

not sure how long those links will work, but you can always go the wayback machine and enter http://www.planetdoom.com/d3cc/



Giganoto@Posted: Sat Jun 24, 2006 8:56 am :
Ok, this is gonna sound stupid and it probably is, but I'm gonna ask anyway :-)

I just started today, cause I'm interested in modding... Never done it before, hope to do it a lot :-)

I tried tutorial 1's idStr example. Easy start. I put in the code common->Printf(...) in idPlayer::Think. Build it and place it in a subdirectory of my Doom3 installation dir...

Now to test it, I start doom, but my subdirectory doesn't show in the mods list. Fair enough, it's a test anyway, so I copy a pk4 file to my directory too. Now it's in the mod list, so I can load it. I create a game, but the message doesn't show up in console :(

Any ideas? Also tried the _button5 example, same result...

Another question:
Is it possible to start the dll in debug mode and use breakpoints? Using VS.NET 2003. Complains about no debug information in doom3.exe (duh), but still is there a way to do it?



Giganoto@Posted: Sat Jun 24, 2006 1:10 pm :
Got it working.
Had to place gamex86.dll into a game00.pk4 in my mod directory. Otherwise the game would copy the default dll and hence overwrite my modified version :-)



Giganoto@Posted: Sat Jun 24, 2006 4:33 pm :
http://web.archive.org/web/200502060535 ... tut04.html

this one was missing too

EDIT:
Last link "Text Messages 2" was this one =)



Ko9@Posted: Wed Aug 16, 2006 9:33 am :
None of the new links are working...



6th Venom@Posted: Thu Dec 07, 2006 1:08 am :
All of them work for me, just downloaded.
EDIT: oops, seems to be too late. ^^



DoomAddict@Posted: Fri Apr 18, 2008 11:47 pm :
The first link is broken. :(

Edit: The reply link fix is broken as well.



lowdragon@Posted: Sat Apr 19, 2008 2:52 am :
Wonderfull :) - http://web.archive.org/web/200504031607 ... .com/d3cc/



Trevor@Posted: Sat Oct 30, 2004 2:32 am :
I know this is really basic stuff to most of you but I'm just starting to get comfortable with the Doom 3 SDK so I wrote a tutorial on strings and text messages. I talk about idStr, colours, console messages, and HUD messages. Any comments?

http://www.planetdoom.com/d3cc/



rich_is_bored@Posted: Sat Oct 30, 2004 8:06 am :
This is great! Thanks. :)

If we need anything right now it's information people have gathered from the SDK. Kudos.



bad marine ass@Posted: Sat Oct 30, 2004 12:48 pm :
Good information. I'm still relatively new to the SDK, so I need all the help I can get :)



Trevor@Posted: Sun Oct 31, 2004 2:25 am :
I've added a second tutorial. This one's on user input (buttons, impulses, and commands). I spent quite a bit of time working on it and even though it's still pretty basic stuff I ended up learning a lot about the engine. I'd appreciate any comments.

http://bnbt.go-dedicated.com/doom3/tut02.html



SyPHer_@Posted: Sun Oct 31, 2004 9:04 am :
I don't really know much programming and I don't know much about the SDK, but, you should really keep these tutorials coming, as I know they will be a valued asset to the community. Well done :D



djester@Posted: Mon Nov 01, 2004 2:56 am :
i wanna have your baby.

can we get a sticky for tutorials in this section?



Trevor@Posted: Mon Nov 01, 2004 6:36 am :
Thanks for the positive comments everyone. :) I've finished another tutorial, this time on tracelines because I saw the thread where people were confused about tracelines.

On a more serious note there's an error in my first tutorial. I said that you can only print to the HUD with the help of a GUI script but I've recently discovered some text rendering functions in idRenderSystem. Unfortunately I'm having a heck of a time trying to get them to work. They work fine with the "textures/bigchars" material but I don't know how to use the actual game fonts (an, bank, or micro). I've sent an e-mail to iddevnet so if I get an answer I'll write a tutorial on fonts and how to render to the HUD without using a GUI. I'll also put a correction notice in my first tutorial.

Alright, on to the tutorial. Tracelines! Comments welcome as usual.

http://bnbt.go-dedicated.com/doom3/tut03.html



MBolus@Posted: Tue Nov 02, 2004 3:54 am :
Trevor wrote:
I've sent an e-mail to iddevnet so if I get an answer I'll write a tutorial on fonts and how to render to the HUD without using a GUI. I'll also put a correction notice in my first tutorial.

Yes, in fact Brian posted a response with info on the main page at iddev.net.



Trevor@Posted: Tue Nov 02, 2004 5:50 am :
Tutorial 4 on Fonts & Text Messages Part 2.

http://bnbt.go-dedicated.com/doom3/tut04.html



rich_is_bored@Posted: Tue Nov 02, 2004 6:01 am :
Hey Trevor, I'm just gonna rename this thread so it suits this list of tutorials better.



zeh@Posted: Tue Nov 02, 2004 3:57 pm :
Aw, man, this is too good. Thanks a lot!



Shellshocked@Posted: Tue Nov 02, 2004 6:26 pm :
Yeah, good work! And i hope several are on the way, it's very helpful.



goliathvt@Posted: Tue Nov 02, 2004 7:29 pm :
Stickied until we create a SDK-tutorial listing thread and add it there.

Goliath



binaryc@Posted: Tue Nov 02, 2004 8:35 pm :
Another post about fonts again today on iddevnet.com



sparhawk@Posted: Tue Nov 02, 2004 11:57 pm :
Trevor wrote:
I've finished another tutorial, this time on tracelines because I saw the thread where people were confused about tracelines.


Thanks for this tutorial. It really made my day!!! :)

Now my code works, because I noticed one essential thing in your tut. I used GetEyePosition() for the trace start and never put the player as the entity that has to be ignored, so I always got my player back as an answer. Now that i noticed that I could get my code to working within minutes. :)

One sidenote: I'm still confused as how the masks relate to the gameworld. For example. I wanted to trace to an backpack which is an idItem. So I put CONTENTS_RENDERMODEL because it sounded good to me and the comment says "used for render models for collision detection". It is not. a backpack is a CONTENTS_MOVEABLECLIP. Of course this is rather easy to figure out because I wrote a loop that tests all flags and writes it to alog, so I can look which one triggers it. The comments for the masks are not really helpful, but maybe it is only because I'm not an native english speaker?



Trevor@Posted: Fri Nov 05, 2004 3:28 am :
Thanks for changing the name of the thread and making it sticky.

sparhawk - The trace masks are actually pretty confusing. I'd just go with experimentation like you've been doing.

Here's a new tutorial on weapon scripts. This is a general info tutorial - there are no specific examples and it just tries to explain how idWeapon interacts with the weapon scripts. I spent a lot of time tracing through the idWeapon class so it makes a lot of sense to me right now but after reading it over it sounds kind of confusing. Let me know what you think.

Weapon Scripts Part 1

http://bnbt.go-dedicated.com/doom3/tut05.html

I'll probably work on some specific examples for part 2 like alternate firing modes (I know it's already been done) and anything else I can think of. I'm considering modifying the plasma rifle to glow whenever you're aiming at an enemy.



sparhawk@Posted: Fri Nov 05, 2004 2:57 pm :
Trevor wrote:
Here's a new tutorial on weapon scripts.


Thanks for the tutorials. They are really helpfull. But could you edit all your tutorials into the first posting? I think this way people will recignize if much better, because if they don't read the thread entirely they might never notice that there are several different tutorials in here.



Trevor@Posted: Sat Nov 06, 2004 3:46 am :
Just finished a tutorial on vertex and pixel shaders. This one's pretty basic and doesn't get a whole lot done but it covers a lot of ground for beginners. I'll be writing at least a part 2 and I imagine the series will go on for a long time. I'll be working on other tutorials in the meantime (like the weapon scripts series).

http://bnbt.go-dedicated.com/doom3/tut06.html



Trevor@Posted: Sun Nov 07, 2004 7:05 pm :
New tutorial on shaders part 2. This one covers shader parameters and rendering an entity twice for opaque post process pixel shaders.

http://bnbt.go-dedicated.com/doom3/tut07.html



Dante_uk@Posted: Tue Nov 09, 2004 3:55 pm :
Two very cool tuts there. I must start trying to think of something cool to do with shaders now. I haven't done any low level programming for over 10 years!



Trevor@Posted: Wed Nov 17, 2004 7:30 am :
Added another tutorial and I may be getting some hosting at PlanetDoom shortly! This one's on collisions. I'm thinking of doing a tutorial on adding new entities soon.

http://bnbt.go-dedicated.com/doom3/tut08.html



rich_is_bored@Posted: Wed Nov 17, 2004 4:32 pm :
Thanks again Trevor. Great stuff.



Trevor@Posted: Thu Dec 02, 2004 5:09 am :
I'm now hosted at PlanetDoom. The new address is:

http://www.planetdoom.com/d3cc/

I've also added a new tutorial. This one is really cool. It goes through modifying the BFG ball so that it blows up into tons of plasma balls which ricochet around the room. I'm extremely happy with it. If you want the full effect try it out in testmaps/test_box. Also, I played around with the ricochet code on my own and as I mentioned in the tutorial if you apply a ricochet to the BFG ball it looks awesome.

I'd love any comments on this one in particular.



rich_is_bored@Posted: Thu Dec 02, 2004 5:40 am :
That looks really cool Trevor. :)



just1n@Posted: Mon Dec 20, 2004 3:56 pm :
Pretty sweet. Great job on the tutorials. Keep them coming.



cusTom3@Posted: Sat Jan 01, 2005 9:48 pm :
Tutorial site is down :(

is it going to be back up?



Zenix@Posted: Sun Jan 02, 2005 2:53 am :
Are you trying the old site or the new PlanetDoom one?
'cause the PlanetDoom one's working fine for me.

http://www.planetdoom.com/d3cc/



cusTom3@Posted: Fri Jan 21, 2005 10:43 pm :
i was trying the old one :oops:

thanks :)



Luigi@Posted: Thu Apr 07, 2005 8:53 pm :
Seems like he's not updating it anymore. :/



thronworld@Posted: Thu Apr 21, 2005 5:06 am :
PLease update more tutorials there like the only code ones i can find on the net. :cry:



parsonsbear@Posted: Fri Oct 14, 2005 10:23 pm :
Site appears to be down.



Cochonou@Posted: Tue Oct 18, 2005 1:34 pm :
Indeed, it's 404 error.
You can still grab the tutorials from the google cache.



fleabay@Posted: Thu Nov 10, 2005 6:55 am :
parsonsbear uploaded these. Posted here for clarity. :)

http://a.parsons.edu/~evan/d3cc/tut01.html
http://a.parsons.edu/~evan/d3cc/tut02.html
http://a.parsons.edu/~evan/d3cc/tut03.html
http://a.parsons.edu/~evan/d3cc/tut05.html
http://a.parsons.edu/~evan/d3cc/tut08.html
http://a.parsons.edu/~evan/d3cc/tut09.html
http://a.parsons.edu/~evan/d3cc/Text%20 ... t%202.html



pbmax@Posted: Thu Feb 23, 2006 7:39 pm :
using the web archive wayback machine (one of coolest things i've ever seen), i found two more of trevor's tuts on pixel shaders

http://web.archive.org/web/200502060539 ... tut06.html

http://web.archive.org/web/200502060542 ... tut07.html

not sure how long those links will work, but you can always go the wayback machine and enter http://www.planetdoom.com/d3cc/



Giganoto@Posted: Sat Jun 24, 2006 8:56 am :
Ok, this is gonna sound stupid and it probably is, but I'm gonna ask anyway :-)

I just started today, cause I'm interested in modding... Never done it before, hope to do it a lot :-)

I tried tutorial 1's idStr example. Easy start. I put in the code common->Printf(...) in idPlayer::Think. Build it and place it in a subdirectory of my Doom3 installation dir...

Now to test it, I start doom, but my subdirectory doesn't show in the mods list. Fair enough, it's a test anyway, so I copy a pk4 file to my directory too. Now it's in the mod list, so I can load it. I create a game, but the message doesn't show up in console :(

Any ideas? Also tried the _button5 example, same result...

Another question:
Is it possible to start the dll in debug mode and use breakpoints? Using VS.NET 2003. Complains about no debug information in doom3.exe (duh), but still is there a way to do it?



Giganoto@Posted: Sat Jun 24, 2006 1:10 pm :
Got it working.
Had to place gamex86.dll into a game00.pk4 in my mod directory. Otherwise the game would copy the default dll and hence overwrite my modified version :-)



Giganoto@Posted: Sat Jun 24, 2006 4:33 pm :
http://web.archive.org/web/200502060535 ... tut04.html

this one was missing too

EDIT:
Last link "Text Messages 2" was this one =)



Ko9@Posted: Wed Aug 16, 2006 9:33 am :
None of the new links are working...



6th Venom@Posted: Thu Dec 07, 2006 1:08 am :
All of them work for me, just downloaded.
EDIT: oops, seems to be too late. ^^



DoomAddict@Posted: Fri Apr 18, 2008 11:47 pm :
The first link is broken. :(

Edit: The reply link fix is broken as well.



lowdragon@Posted: Sat Apr 19, 2008 2:52 am :
Wonderfull :) - http://web.archive.org/web/200504031607 ... .com/d3cc/