Runnable for Gunz2 maps

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  1. #16
    SkullCrasher Neliel Tu is offline
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    Re: Runnable for Gunz2 maps

    wow very unique release

  2. #17
    Valued Member grandao is offline
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    Re: Runnable for Gunz2 maps

    Quote Originally Posted by SecretsOThePast View Post
    Excellent, thank you for the information!

    If you want, I would be more than willing to integrate it into source when it's complete and post a repack so all GunZ servers can have the maps in the RealSpace engine. I'm assuming you are hooking D3D functions to accomplish this, so it'd just be a matter of creating a way of defining the map objects and integrating them into the existing collision checks. The method I had in mind is this:

    Convert all existing map collision checks to use the new collision (or implement a base RCollision that can check RBSP against the new format by object derivation)

    Convert RS2 to support the rendering of the new objects as opposed to tacking it onto a third party API. This would mean a new container to merge RS2 objects and your new objects (incl. mesh) so in the future post-processing could be easily added to existing objects.

    I haven't seen the code yet, but when it's ready, I will look at it. :)
    Actually I used the simplest way, I created an:

    virtual interface IBspObject, then I made RBspObject : public IBspObject and
    CustomMap : public IBspObject thus for old maps I use the default implementation and for the rest I use CustomMap.
    CustomMap uses the interfaces provided by interface.dll
    IRenderer: object drawer
    IRendererTechnique: draw technique
    ICollisionSystem: creates the collision structures in runtime using the object data(triangles) and provides collision test methods(I'm using bullet physics)
    IObject: the object contains IMesh
    IMesh: mesh data, vertices, indices, world matrix etc
    IContainer: contains loaded objects and ICollisionSystem
    IPlugin: loader plugin so can be implemented loaders for any kind of maps not only RS3


    BspLoader: properly identifies the map type and loads it using the correct plugin.

    Then the CustomMap class acquires the interfaces and setup everything. That is it!

  3. #18
    Retired. Don't PM. SecretsOThePast is offline
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    Jan 2009 Join Date
    643Posts

    Re: Runnable for Gunz2 maps

    Quote Originally Posted by grandao View Post
    Actually I used the simplest way, I created an:

    virtual interface IBspObject, then I made RBspObject : public IBspObject and
    CustomMap : public IBspObject thus for old maps I use the default implementation and for the rest I use CustomMap.
    CustomMap uses the interfaces provided by interface.dll
    IRenderer: object drawer
    IRendererTechnique: draw technique
    ICollisionSystem: creates the collision structures in runtime using the object data(triangles) and provides collision test methods(I'm using bullet physics)
    IObject: the object contains IMesh
    IMesh: mesh data, vertices, indices, world matrix etc
    IContainer: contains loaded objects and ICollisionSystem
    IPlugin: loader plugin so can be implemented loaders for any kind of maps not only RS3


    BspLoader: properly identifies the map type and loads it using the correct plugin.

    Then the CustomMap class acquires the interfaces and setup everything. That is it!
    That sounds very simple. Nice job!

  4. #19
    Daemonsring Developer Gunblade is offline
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    Jul 2007 Join Date
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    Re: Runnable for Gunz2 maps

    Quite impressive



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