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147 lines
5.7 KiB
HTML
147 lines
5.7 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN">
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<!-- saved from url=(0039)https://www.iddevnet.com/doom3/pdas.php -->
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<html><head><meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
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<title>id.sdk [PDAs]</title>
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<link rel="stylesheet" href="style.css">
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</head>
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<body marginwidth="0" marginheight="0" topmargin="0" leftmargin="0">
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<table border=0 cellpadding=0 cellspacing=0 style="width: 100%; height: 99px">
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<tr>
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<td style="width: 171px"><img src="images/doom.jpg" style="width: 171px; height: 99px" alt=""></td>
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<td style="background: url(images/tile.gif)">
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<table border=0 cellpadding=0 cellspacing=0 width=600>
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<tr>
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<td style="height: 19px; background: url(images/sdk.gif) no-repeat"></td>
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<td rowspan=4 align=right><img src="images/id.gif" style="width: 42px; height: 99px" alt=""></td>
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</tr>
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<tr><td style="height: 29px; background: url(images/top.jpg) no-repeat"></td></tr>
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<tr><td style="height: 27px; background: url(images/middle.gif)" class="title"> Making DOOM 3 Mods : PDAs</td></tr>
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<tr><td style="height: 24px; background: url(images/bottom.jpg) no-repeat"></td></tr>
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</table>
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</td>
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</tr>
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</table>
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<table border=0 cellpadding=0 cellspacing=0 style="width: 770px">
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<tr>
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<td colspan=2 style="background: url(images/boxtop.gif);"><img src="images/span.jpg" style="width: 397px; height: 20px; float: left" alt=""></td>
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</tr>
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<tr>
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<td style="vertical-align: top; width: 152px; background: url(images/tileleft.gif)">
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<div class="leftMenu">
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<script src="menu.js"></script>
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</div>
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</td>
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<td class="mainContent">
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<p>
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PDA decls are probably the easiest decl to understand because they are so simple.
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There is an editor for PDAs (<a href="editor_pda.html">editPDAs</a>) not because they are
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hard, but because they are tedious (especially when you are making 100 of them).
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</p><p>
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A PDA is actually made up of multiple decls. There is the PDA itself, then there
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are the emails that go in the PDA, the Audio Logs, and the Videos. Note in vanilla
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Doom 3, the 'Personal' PDA is the only PDA that can contain videos, but it cannot
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contain any Audio Logs. If there is a video in a non-personal PDA, it gets copied
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to the Personal PDA when it is picked up. Doom 3 actually defines 'Personal PDA'
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to mean whichever PDA is picked up first, so it's up to the level designer to make
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sure the actual personal PDA is picked up before any others.
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</p><p>
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Let's take a look at the PDA for James Holiday:
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</p><pre class="code">pda commoutside_holiday {
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name "James Holiday"
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fullname "James A. Holiday"
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icon "guis/assets/pda/icon_jholiday"
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id "7085-64"
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post "Communications Transfer"
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title "Transport Controller"
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security "COMM Transfer Access"
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pda_email "commoutside_holiday_email_1"
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pda_email "commoutside_holiday_email_2"
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pda_audio "commoutside_holiday_audio_1"
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}
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</pre>
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<p>
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Pretty simple to figure out I hope. The icon is not actually used in Doom 3, but
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we were going to use it at one time. Everything in there is for display
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purpose only, which means if you change the 'security' key, it doesn't actually
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change your security clearance (it only changes what it <b>says</b> your security
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clearance is). Actual security clearance is defined by the presence or abscense of
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various items in your inventory.
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</p><p>
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let's take a look at an email:
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</p><pre class="code">email commoutside_holiday_email_2 {
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date "11-15-2145"
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to "James Holiday"
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from "Shipping Authority"
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subject "Site 1 needs"
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text {
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"Blah blah, this is an email.\n\n"
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"Blah blah, this is line 2\n\n"
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"-Shipping Authority"
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}
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}
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</pre>
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<p>
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The format for the email is pretty self explanitory. The biggest 'gotcha'
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(and the biggest reason to use the editor) is every line has to be in quotes, and you
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have to use \n to create new lines. That has been the biggest reason for PDAs to break
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during Doom 3 development.
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</p><p>
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Now let's look at the audio log:
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</p><pre class="code">audio commoutside_holiday_audio_1 {
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name "Artifact Transport Concerns"
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info "Made by: James Holiday\nDate: 09-24-2145\nArchive: Yes"
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preview "sound/vo/video/novideo"
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audio "audiolog_commoutside_holiday_1"
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}
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</pre>
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<p>
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Again, pretty self explanitory. The info and preview didn't end up getting used in the final
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build of the game, but at one time the gui showed little icons and info beside each audio log.
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Now all you really need is 'name' and 'audio'
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</p><p>
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Next, let's take a look at the first video you get when you pick up your PDA:
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</p><pre class="code">video marine_sop {
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name "Marine Command Briefing"
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info "Creator: Marine HQ\nDate: 03/11/45\n\nOperating Procedures\n"
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video "video/video_marine_sops"
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audio "video_marine_sops"
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preview "guis/assets/cpuserver/uac.tga"
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}
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</pre>
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<p>
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Again, info is just used for display. Preview is the image shown in the box before you hit 'play'.
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Video is the material to use after you hit play (technically it can be any material, but a material
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with a roq in it makes the most sense). Audio is the sound to play in sync with the video.
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</p><p>
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Videos can be attached to video discs by setting the 'video' key on an 'item_videocd' entity.
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<br>
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</p></td>
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</tr>
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<tr>
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<td colspan="2" bgcolor="#CCCCCC"><img src="images/span2.gif" style="width: 397px; height: 8px; float: left;"></td>
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</tr>
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</tbody></table>
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<table border="0" cellpadding="0" cellspacing="0" width="770">
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<tbody><tr>
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<td align="left" class="legalese">Copyright <20> 2004 <a href="http://www.idsoftware.com/">id software</a></td>
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</tr>
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</tbody></table>
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</body></html>
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