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Add some basic assets
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Some of the stuff is from DerSaidin's minimal assets package, see
http://wiki.iodoom3.org/Minimum_Assets
http://www.dersaidin.net/doom3/assets/doom3_minimal_assets.rar

The layout textures are from ReFleX, were used in xreal and are relicensed
under WTFPL with friendly permission from ReFleX.
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DanielGibson committed Jul 27, 2012
1 parent e1043c8 commit f7f3f20
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116 changes: 116 additions & 0 deletions COPYING.txt
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The following license applies to:

def/engine.def
materials
materials/base.mtr
materials/dummy.mtr
default.cfg
guis/chat.gui
guis/mphud.gui
guis/msg.gui
guis/mainmenu.gui
script/doom_main.script
script/doom_defs.script
textures/bigchars.tga
textures/dummy_black.tga
textures/dummy_light.tga
textures/dummy_lighta.tga
textures/dummy_white.tga

DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
Version 2, December 2004

Copyright (C) 2004 Sam Hocevar
14 rue de Plaisance, 75014 Paris, France
Everyone is permitted to copy and distribute verbatim or modified
copies of this license document, and changing it is allowed as long
as the name is changed.

DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION

0. You just DO WHAT THE FUCK YOU WANT TO.

################################################################################

The following license applies to:

textures/layout/*.tga

Copyright (C) 2009 Stefan Lautner
Licensed under DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE version 2,
see above for license text.

################################################################################

The following license applies to:

textures/common/caulk.tga
textures/common/cushion.tga
textures/common/full_clip.tga
textures/common/mirror.tga
textures/common/nodraw.tga
textures/common/player_clip.tga
textures/common/slick.tga
textures/triggers/trigger.tga

Copyright (C) 2000 William Joseph, under Public Domain
(according to Xreal, http://xreal.svn.sourceforge.net/viewvc/xreal/trunk/xreal/base/MEDIA.txt)

################################################################################

The following license applies to:

def/ammo.def
def/player.def

maps/test.map
maps/test.cm
maps/test.proc

materials/common.mtr
materials/deprecated.mtr
materials/layout.mtr
materials/triggers.mtr

strings/english.lang

textures/common/aasobstacle.tga
textures/common/aassolid.tga
textures/common/clipplus.tga
textures/common/clip.tga
textures/common/collision.tga
textures/common/deprecated.tga
textures/common/entitygui.tga
textures/common/entitygui2.tga
textures/common/entitygui3.tga
textures/common/ikclip.tga
textures/common/ladder.tga
textures/common/monster_clip.tga
textures/common/moveable_clip.tga
textures/common/nodrawsolid.tga
textures/common/noimpact.tga
textures/common/pdagui.tga
textures/common/radiochatter.tga
textures/common/shadow2.tga
textures/common/shadow.tga
textures/common/speaker.tga
textures/common/visportal.tga

textures/triggers/trigcount.tga
textures/triggers/trigentitynameonce.tga
textures/triggers/trigentityname.tga
textures/triggers/trigfacing.tga
textures/triggers/trigfade.tga
textures/triggers/trigflashlight.tga
textures/triggers/triggui.tga
textures/triggers/trighurt.tga
textures/triggers/trigmulti.tga
textures/triggers/trigonce.tga
textures/triggers/trigrelay.tga
textures/triggers/trigtimer.tga
textures/triggers/trigtouch.tga

Copyright (C) 2012 Daniel Gibson, credit would be appreciated, but is not necessary.
Licensed under DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE version 2,
see above for license text.
48 changes: 46 additions & 2 deletions README.md
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d3-base-assets
D3 Base Assets
==============

This aims to become a base for standalone games based on the free Doom3 engine
This projects aims to create a standalone SDK for games based on the
"dhewm3" Doom3 port (though it is useful with other ports as well),
so the Open Source Doom3 Engine can be used for games without using
any proprietary media from the game itself.

Currently it's rather incomplete, especially the .def files for most
entities are missing.

The following files are not included and have to be copied from the
original doom3 (or the demo) until dhewm3 has a working GLSL backend
and corresponding shaders that are under a free license:

> glprogs/*
Probably it would also be useful to use some files from def/ to have
more entities available in the level editor.
I plan to have recreated versions of them with a free license in the
future.

HOWTO use this
--------------

* Clone dhewm3, see <https://github.com/dhewm/dhewm3/> (tested revision
df81835de056cd83c1692e0cc2ec432873f7ab2b)

* Apply standalone.patch (`cd /path/to/dhewm3/ ; patch -p1 < /path/to/standalone/standalone.patch`)
* Run cmake to create Makefiles
- create build dir (in this example: /path/to/build)
- `cd /path/to/build`
- `cmake -DD3XP=NO -DBASE=NO /path/to/dhewm3/neo/`
Note: the given options are just to speed up compiling and you may
need additional options to make sure the standalone/ directory
is used as data dir (see <https://github.com/dhewm/dhewm3/wiki/FAQ>)
* Compile dhewm3. (on Linux: execute `make`)
* Now you can execute dhewm3. You'll get a black screen, because there
is no main menu GUI yet.
But console works as expected, so you can load the test map with
`map test` and quit the game with `quit`

Contributions are welcome!


Cheers,

Daniel (caedes)
22 changes: 22 additions & 0 deletions TODO.txt
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Currently (at least) the following is missing:
* Definitions for all important entities (in def/), especially:
func_*, info_*, path_*, trigger_*, target_*

* GUIs, especially a main menu would be nice.

* Examples for:
- Player model (incl. corresponding definitions etc)
- Melee weapon, e.g. stick, (incl. scripts)
- Firewarm, e.g. Pistol, Gun, ... (incl. scripts)
- one or more enemies (incl. models, scripts etc; could reuse player model)

* OpenGL Shaders to replace the stuff from Doom3's glprogs/ directory
(maybe one of the GLSL implementations + shaders could be improved)

* A script that replaces deprecated materials with their alternatives would be nice.

Everything in this SDK should be under a free license that also allows commercial
use, e.g. WTFPL (http://sam.zoy.org/wtfpl/), a BSD-like license or a permissive
CC License (e.g. http://creativecommons.org/licenses/by/3.0/deed.en_US).
GPL may also be ok, but I'm trying to avoid that to make using the included assets
easier for projects that use other non-free assets.
1 change: 1 addition & 0 deletions sabase/def/ammo.def
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entityDef ammo_types { }
39 changes: 39 additions & 0 deletions sabase/def/engine.def
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entityDef worldspawn {
"editor_color" "0 .5 .8"
"editor_mins" "?"
"editor_maxs" "?"
"no_stamina" "1"
"spawnclass" "idWorldspawn"
}

entityDef light {
"editor_color" "0 1 0"
"editor_mins" "-8 -8 -8"
"editor_maxs" "8 8 8"
"spawnclass" "idLight"
}

entityDef info_player_start {
"editor_color" "1 0 0"
"editor_mins" "-16 -16 0"
"editor_maxs" "16 16 64"
"editor_showangle" "1"
"spawnclass" "idPlayerStart"
}

entityDef info_player_deathmatch {
"editor_color" "1 0 0"
"editor_mins" "-16 -16 0"
"editor_maxs" "16 16 64"
"editor_showangle" "1"
"spawnclass" "idPlayerStart"
}

entityDef player_doommarine {
"spawnclass" "idPlayer"
"scriptobject" "player"
}

entityDef player_doommarine_mp {
"inherit" "player_doommarine"
}
Empty file added sabase/def/player.def
Empty file.
10 changes: 10 additions & 0 deletions sabase/default.cfg
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unbindall

bind w _forward
bind a _moveleft
bind s _back
bind d _moveright

bind CTRL _movedown
bind SPACE _moveup
bind SHIFT _speed
6 changes: 6 additions & 0 deletions sabase/guis/chat.gui
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windowDef Desktop {
rect 0, 0, 640, 480

backcolor 0, 0, 0, 0
nocursor 1
}
11 changes: 11 additions & 0 deletions sabase/guis/mainmenu.gui
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windowDef Desktop
{
rect 0, 0, 640, 480
backcolor 0, 0, 0, 1
menugui 1

onESC
{
set "cmd" "close" ;
}
}
6 changes: 6 additions & 0 deletions sabase/guis/mphud.gui
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windowDef Desktop {
rect 0, 0, 640, 480

backcolor 0, 0, 0, 0
nocursor 1
}
7 changes: 7 additions & 0 deletions sabase/guis/msg.gui
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windowDef Desktop
{
rect 0, 0, 640, 480

backcolor 0, 0, 0, 0
menugui 1
}
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