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  1. dileepvr

    Is there a way to extract sprites/animations/shape files?

    U8: Pagan has slight format changes compared to the crusader games. You might have better luck with the Exult engine. Or look up what the Pentagram team did in the early 2000s'. Their source code is floating around on some sourceforge link somewhere. I am not aware of any simple tool that can...
  2. dileepvr

    Is there a way to extract sprites/animations/shape files?

    Have you tried the dodgy exe file on the resources page? https://www.echosector.com/files2/ I run it through wine on Linux. Maybe you should run it on a virtual machine. Just point it to SHAPES.FLX file for both games and it will spit out bmps correctly palatted with all the transparent pixels...
  3. dileepvr

    Porting levels to 3D quake/goldsrc map format trivial?

    We should catalog all the failed attempts so far. Perhaps on this website. A couple of things they all had in common is that 1. With I think one exception, everyone skipped middleware and tried to make their own engine. So a lot of work got duplicated. 2. They were all closed source. Some...
  4. dileepvr

    Porting levels to 3D quake/goldsrc map format trivial?

    The uncanny valley is mostly coming from the continuously rotating camera. Objects, especially cuboids, look best in orthographic projection when they are splayed out on both sides of their center line (so yaw has to be 45 degrees). Otherwise it just looks cursed. If you look at my earlier work...
  5. dileepvr

    Porting levels to 3D quake/goldsrc map format trivial?

    Well y'all know what my vote is. I got the Crusader select item/switch method working this weekend:
  6. dileepvr

    Porting levels to 3D quake/goldsrc map format trivial?

    But while we are at it, has anyone given the Brighton Map editor a try: https://store.steampowered.com/app/468270/Brigador_Modkit__Map_Editor/
  7. dileepvr

    Porting levels to 3D quake/goldsrc map format trivial?

    We now have a working engine: I've submitted a PR to the main repo to see if the changes get accepted into the main engine. Worst case, this fork can be packaged as a standalone executable. Next steps are to build a GUI level explorer for Crusader using Das Candy's code as a base. Then we can...
  8. dileepvr

    Crusader: No Remorse in Ancient Warfare 3

    Congratulations dude.
  9. dileepvr

    Porting levels to 3D quake/goldsrc map format trivial?

    I made a fully functioning branch for isometric camera with orthographic projection to the GZDoom engine (in my fork): https://github.com/dileepvr/gzdoom_isometric/tree/g4.11.3_iso Video showcase: I made some test maps with assets pulled from the gamedata. Took a while to get the desired...
  10. dileepvr

    Porting levels to 3D quake/goldsrc map format trivial?

    Merry Chrismas and Happy Holidays resistance scum. I finally got gzdoom behaving with orthographic rendering: More details to follow once I have the code in good shape to share. Right now, adding a rotatable camera. I think an 8-viewpoint mode and a 16-viewpoint mode will be lovely. I need to...
  11. dileepvr

    Porting levels to 3D quake/goldsrc map format trivial?

    Yes. I have been thinking about this a lot. I think we should go backward to Doom. Everything in fixed.flx can be sector wall textures. These can be programmatically derived from the sprites in shapes.flx with Y-shearing and stretching. Here are two examples: As for objects, including the...
  12. dileepvr

    Porting levels to 3D quake/goldsrc map format trivial?

    Yes. I am more convinced that the Quake/Valve MAP format is the way to go. The meshes are stored not as vertices but as planes, with each plane defined by three non-collinear points. Their order decides direction of normal. The engine extends the planes until they intersect a skybox of sorts and...
  13. dileepvr

    Porting levels to 3D quake/goldsrc map format trivial?

    That is so cool. Wasn't hardware acceleration available? Is the code available somewhere? I don't know what the best format is yet. I gravitated towards Quake2/HL2 MAP and WAD files, thinking that their level editors are stand alone and easy to pickup. But their engines are optimized for...
  14. dileepvr

    Porting levels to 3D quake/goldsrc map format trivial?

    I've been trying to parse the C++ code from the old Pentagram team: https://pentagram.sourceforge.net/download.php And I came across this comment block at the beginning of a file: This convinced me that the whole map is tile based and all the collision boxes are cuboids. Now we already know...
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