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Back to the past... #348139
11/22/10 23:12
11/22/10 23:12
Joined: Sep 2003
Posts: 9,859
F
FBL Offline OP
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FBL  Offline OP
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Joined: Sep 2003
Posts: 9,859
I started with some useless but technically very interesting project about a month ago.
The alst week I wasn't able to update much, as for one thing I had next to no free time available, and the other thing being some engine troubles which however seem to be resolved with the latest beta.


What you will now see are A3 levels read from the original games/demos. the scripts are parsed, the level data is read, and then the level is recreated.

It is far from being perfect.
- Walls for below regions don't work yet
- Texture y shift is not always correct.
- several texture and wall flags are not interpreted
- texture resizing to power of 2 was disabled due to some other problems. this is why the sky has black stripes
- sky textures are not converted to sky domes
- currently thousands of entities are created. The latest beta however allows me to merge everything into a lot less entities. I hope this will speed up things a lot.


Kandoria, with comparison shot


Kandoria, with comparison shot


Kandoria, with comparison shot


Skaphander, debugger ahead


Skaphander, wrong walls of below region


VR Demo



Re: Back to the past... [Re: FBL] #348140
11/22/10 23:13
11/22/10 23:13
Joined: Sep 2003
Posts: 9,859
F
FBL Offline OP
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FBL  Offline OP
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Joined: Sep 2003
Posts: 9,859


The Lord of Lightning, slightly wrong color palette


The Lord of Lightning, seen from above

Re: Back to the past... [Re: FBL] #348141
11/22/10 23:19
11/22/10 23:19
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
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sPlKe  Offline
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Posts: 4,206
Innsbruck, Austria
oooooooooooooooooooooooooooooooooooooooooooohhhhhhhhhhhhhh! how awesome is that!

Re: Back to the past... [Re: FBL] #348142
11/22/10 23:22
11/22/10 23:22
Joined: Mar 2006
Posts: 3,538
WA, Australia
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JibbSmart Offline
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Joined: Mar 2006
Posts: 3,538
WA, Australia
Wow, Really impressive work, Firoball laugh Now I know why you were asking for A3 projects.

What's your eventual aim with this project -- what's the point?

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: Back to the past... [Re: JibbSmart] #348144
11/22/10 23:25
11/22/10 23:25
Joined: Sep 2003
Posts: 9,859
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FBL Offline OP
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There is no point - I just was excited to try it and it kept me well motivated until I ran into problems. Now with this beta I'm stable again and can continue working on it laugh

LAter maybe I try to export all this to MDL7 or some more generic model format, so maybe someone wants to reuse all those levels and do sth cool with it laugh

Re: Back to the past... [Re: FBL] #348160
11/23/10 07:28
11/23/10 07:28
Joined: Dec 2003
Posts: 1,225
germany
gri Offline
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gri  Offline
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germany
hi,

sorry I dont get it.

You're happy because the A 8.06 is finally able to run old A3 projects ?

,
gri


"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
Re: Back to the past... [Re: gri] #348165
11/23/10 11:42
11/23/10 11:42
Joined: Oct 2002
Posts: 806
Zapan@work Offline
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Joined: Oct 2002
Posts: 806
Awesome work! I like this a "lott" grin

Re: Back to the past... [Re: gri] #348170
11/23/10 12:41
11/23/10 12:41
Joined: Apr 2005
Posts: 4,506
Germany
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fogman Offline
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Germany
Quote:
You're happy because the A 8.06 is finally able to run old A3 projects ?



Yes!
You, Mr. Firoball, are completely insane. grin


no science involved
Re: Back to the past... [Re: gri] #348184
11/23/10 16:22
11/23/10 16:22
Joined: Sep 2003
Posts: 9,859
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FBL Offline OP
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FBL  Offline OP
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Joined: Sep 2003
Posts: 9,859
Originally Posted By: gri
hi,

sorry I dont get it.

You're happy because the A 8.06 is finally able to run old A3 projects ?

,
gri


What's so difficult to understand?

Re: Back to the past... [Re: FBL] #348209
11/23/10 22:37
11/23/10 22:37
Joined: Sep 2003
Posts: 9,859
F
FBL Offline OP
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FBL  Offline OP
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Joined: Sep 2003
Posts: 9,859
Minimistic update.

I have added some quick and simple ambient / albedo lighting.
The scene from Skaphander which was already shown above looks remarkably better this way.



For better comparison, here the shot from above:


Unfortunately all the ambient stuff makes it much more difficult to optimize the render chain later on.

Currently I'm spamming the engine with entities, which is not really good...

Last edited by Firoball; 11/23/10 22:43.
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