[development] maps

Page 1 of 2 12 LastLast
Results 1 to 15 of 26
  1. #1
    Member HaterAids is online now
    MemberRank
    Nov 2013 Join Date
    99Posts

    [development] maps


    RaGEZONE Recommends

    RaGEZONE Recommends

    3D ripping DX and other programs will never produce usable results. I'm focusing on extraction progress first (unlike Russians), as i want to be able to fix any existing graphic bug easily. My way is taking directly from .bsp itself, long term it will get to the point of 100% usable to artist results with no edits needed.

    Progress from last week: first successful attempt.
    Click image for larger version. 

Name:	Elven1.PNG 
Views:	253 
Size:	405.1 KB 
ID:	158085

    Click image for larger version. 

Name:	CloseUpView.PNG 
Views:	168 
Size:	60.9 KB 
ID:	158086

    Click image for larger version. 

Name:	ElvenSpot.PNG 
Views:	168 
Size:	99.4 KB 
ID:	158087



    Still to do:
    1.Breaking up map into groups (by material group completed)
    2.UV Mapping (first wave complete)
    3.Multi-Object map support (some maps have them others don't)
    4.Multi-UV Layer support (needed for proper 1 to 1 rendering outside game)
    Last edited by HaterAids; 05-10-16 at 10:16 AM. Reason: trying to fix attachments


  2. #2
    Newbe likertuban is online now
    ModeratorRank
    Apr 2012 Join Date
    2,182Posts

    Re: [development] maps

    what tool are you using? your own tool? o.O
    sebelum dapet team noob T_T


    Orang kok kayak kentut, datang2 bau abis itu ilang

  3. #3
    Let RFO die Plz Killerwoody is offline
    True MemberRank
    Feb 2009 Join Date
    MERICALocation
    741Posts

    Re: [development] maps

    Attachments aren't working bro!

  4. #4
    Newbe likertuban is online now
    ModeratorRank
    Apr 2012 Join Date
    2,182Posts

    Re: [development] maps

    Quote Originally Posted by Killerwoody View Post
    Attachments aren't working bro!
    click on the attachment link, that thing happened sometimes.
    but the attachment is at least exist and working
    sebelum dapet team noob T_T


    Orang kok kayak kentut, datang2 bau abis itu ilang

  5. #5
    Member HaterAids is online now
    MemberRank
    Nov 2013 Join Date
    99Posts

    Re: [development] maps

    The tools written by me.
    At one point I parsed out the collusion data too but results were less than pretty because I had done to do some additional drawing in order to visualize it. Proper fix for the collision data would be using a common format that supports point to point lines with adjustable width of the lines. Only other way for few headaches would be writing a model viewer using Vulkan or OpenGl. End result would be pretty much exactly the MapTool made by Odin.

  6. #6
    Let RFO die Plz Killerwoody is offline
    True MemberRank
    Feb 2009 Join Date
    MERICALocation
    741Posts

    Re: [development] maps

    That's very cool man!

  7. #7
    Member HaterAids is online now
    MemberRank
    Nov 2013 Join Date
    99Posts

    Re: [development] maps

    Added in usage of mat groups today. More or Less I can tell exactly what texture is used on a spot on. Once UV mapping works could use the maps for lots of stuff.

  8. #8
    Non omnis moriar UniverseGaming is offline
    True MemberRank
    May 2014 Join Date
    305Posts

    Re: [development] maps

    im working on a way to import meshs into the game as well

  9. #9
    Member HaterAids is online now
    MemberRank
    Nov 2013 Join Date
    99Posts

    Re: [development] maps

    Good Luck with trying to import.

    One of the favorite features I did on my msh tool was aligning the armor pieces when taking out of msh and adjusting it back when to msh. It saves so much time and makes sure all the parts always line up. If you end up being able to import you should think about doing it too.

  10. #10
    Non omnis moriar UniverseGaming is offline
    True MemberRank
    May 2014 Join Date
    305Posts

    Re: [development] maps

    yah true i have gotten as far as importing to 3ds max and blender but not exporting seems the mesh is missng something

  11. #11
    Member HaterAids is online now
    MemberRank
    Nov 2013 Join Date
    99Posts

    Re: [development] maps

    Be careful when trying support from multiple programs. I ended up have a switch at the beginning of the parse to handle Max separate from Blender. Even though both produce the same extension the data is far from being the same.

  12. #12
    Member HaterAids is online now
    MemberRank
    Nov 2013 Join Date
    99Posts

    Re: [development] maps

    Decided I wanted to see what the .bn files really looked like so I parsed them myself. Results are much easier for artists to use instead of a bunch of sticks. Didn't bother taking a picture but I got them to line up with the parsed .msh files :)
    Click image for larger version. 

Name:	DeathMossBones.PNG 
Views:	158 
Size:	167.0 KB 
ID:	158142

    Click image for larger version. 

Name:	DaganSplitter.PNG 
Views:	125 
Size:	118.7 KB 
ID:	158143

    Click image for larger version. 

Name:	DaganBones.PNG 
Views:	142 
Size:	171.1 KB 
ID:	158144

  13. #13
    Non omnis moriar UniverseGaming is offline
    True MemberRank
    May 2014 Join Date
    305Posts

    Re: [development] maps

    nice man good work on that closer to getting export working then

  14. #14
    Member HaterAids is online now
    MemberRank
    Nov 2013 Join Date
    99Posts

    Re: [development] maps

    Honestly if I could convert a scholarly paper into code I could make skeletal monsters with no manual edits at all, even take all the planet war crap and downgrade it so older rf versions could use them.

  15. #15
    Member HaterAids is online now
    MemberRank
    Nov 2013 Join Date
    99Posts

    Re: [development] maps

    Realized I need to write my own .r3t un/repacker, existing ones are not good enough for recreating scenes, only editing in game.
    Last edited by HaterAids; 01-10-16 at 02:12 AM.




Page 1 of 2 12 LastLast

Advertisement