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#474422 - 10/13/18 21:11 A3 + A8 + Unity
Firoball Offline
Senior Expert

Registered: 09/10/03
Posts: 9838
I dug up some old A8 project which converts A3 levels to meshes. Now I added import scripts for Unity.
It is not quite finished yet (e.g. classic A3 ambient/albedo lighting still missing), but it comes surprisingly close to the original.


Not that this is of much use, but I needed to do sth while being on sick leave... grin

#474429 - 10/15/18 08:12 Re: A3 + A8 + Unity [Re: Firoball]
Redeemer Offline
Serious User

Registered: 12/21/08
Posts: 1660
Loc: North America
I wish I still had my old A6 projects around!
Eats commas for breakfast.

Play Barony: Cursed Edition!

#474769 - 11/05/18 10:50 Re: A3 + A8 + Unity [Re: Redeemer]
MasterQ32 Offline

Registered: 11/26/07
Posts: 2565
Loc: Germany, BW, Stuttgart
Hey Firo,

do you have a specification of the A3 level format? I'd like to write a generic WMB import library for gamestudio levels and it would be cool to also support older levels
Visit my site:

#474901 - 11/12/18 11:33 Re: A3 + A8 + Unity [Re: MasterQ32]
Firoball Offline
Senior Expert

Registered: 09/10/03
Posts: 9838
It is described in the A3 manual in detail.

But you don't have a format like WMB. It's a mixture of script definitions and a very simple WMP format. Even when converting everything to Meshes (like I do with A3 Tools) there is no 100% solution unless you write a full WDL parser which is clever enough to detect moveable level parts.
Moveable parts can easily destroy any mesh triangulation and may need special treatment depending on what exactly is being moved. That's the point where I did not develop A3 Tools any further.

The problem is A3 does not use meshes - it's a Doom-style Raycaster. Doom had a predefined list of what could be done, making it easier to detect special cases. In A3 it's all done in WDL.


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