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

    Do you have all the shapes rendered or should I send you my set? I think I have them mostly categorized. Also, do you have a ref for the output format you can use for gzdoom? The data in fixed.dat is in x/y/z format, and typeinfo gives a width/height/depth to it.
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    Porting levels to 3D quake/goldsrc map format trivial?

    Crusader doesn't have meshes. It doesn't support rotation. That's in part why the explosions look so weird; things are supposed to rotate next to an explosion and they just don't, because they can't. Do you have an engine to target? Half-life or quake? Note that Quake uses BSPs which take a lot...
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    Porting levels to 3D quake/goldsrc map format trivial?

    Just let me know what the format should be and I can output both the bounding boxes and the level data. Already tried into gltf with a Javascript viewer, and that worked, but at 8FPS due to object count. Level 1 has about 17000 objects - every floor is an object too, just so you realize.
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    Crusader: No Remorse in Ancient Warfare 3

    https://drive.google.com/file/d/1rocRBWA_UuAs4TUkZgfaHA9z7JFwvPYn/view?usp=sharing That should give you access to it. https://www.echosector.com/forum/threads/crusader-no-remorse-full-maps.735/ has the best mapping of actual levels to numbers that I know of.
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    Crusader: No Remorse in Ancient Warfare 3

    I can send you full resolution images of the levels (with some render bugs) if that helps. They're fairly big (1GB total in PNGs, 16kx8k pixels) so let me know if I should.
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    Crusader: No Remorse in Ancient Warfare 3

    I was mostly amused by you remaking the exact same part, deciding "this is enough" at the same point of that level.
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    Crusader: No Remorse in Ancient Warfare 3

    That reminds me so much of my first attempt to recreate CNR 12 years ago in a custom engine - I don't think I still have any of those resources. And the engine was buggy. Shortly after that I tried to rewrite part of it and failed miserably, then to give up on it for a while.
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    Crusader: No Remorse in Ancient Warfare 3

    Nice, looks great! I've been going back into hacking the level data and have started to understand how the usecode hooks into it. Trying to solve the last few level secrets this way. I have some code that dumps the whole level data that way which you could use as input... but it's probably as...
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    HUD Elements

    Found them. Was trying to find the analysis I did before and stumbled upon them. They're in gumps.flx, basically the whole file. The forum is dumb as a sack of rocks so the extension is .zip, but it's a .tgz file.
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    Crusader: No Remorse in Ancient Warfare 3

    Do you have those resources in a format usable for playing around somewhere? I found them in Steam's workshop folders but they're in a non-standard JSON dump inside a file called "SerializedContent.xml".
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    HUD Elements

    I did stumble across them but tried to ignore them; I was looking for the in-game sprites. They're just scattered across the shapes.flx. Note that most of them are in sub-sprites; what for in-game models is animation frames, for the UI elements they're different bits being drawn. Have the code...
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    Talk about reverse engineering

    Yep, I'm Dutch :) If you have specific questions just ask.
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    Talk about reverse engineering

    Crusader bit starts at 46:45 and goes until pretty much the end. Thanks for the embed @Keenan!
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    No Regret Mission 6: secret telepad

    Looking at the level file there, there's an E secret room there, with a pentagram. Did somebody find the way into that yet? The level file has it with tag 0x22, but I can't find what would trigger it; I can see that it removes 4 black pieces overlaying the room when opened. Will get back to...
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    No Regret Secret room M10, level 4

    Mission 10 in Regret is map 16-19. The level you indicate specifically is on map 18 (pretty much by itself, with a square empty room way off on the right). Map 18 has 1022 objects on it. Since it's a non-dead object it can't be in one of the gumps (precompiled object sets that have no place for...
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    Talk about reverse engineering

    I gave a talk about reverse engineering (and binary file formats) at CppOnSea 2022 earlier today. The talk will be online in a while and explains how to reverse engineer the CNR file formats. Hope somebody likes it. I did include the easter eggs (the photo of Eric, plus one in the level files...
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    Crusader series - dev tools/SDK/whatever...

    Oh, didn't realize this thread existed. I kinda wrote a pack of dev tools to reverse engineer the data formats and uploaded it to https://github.com/dascandy/cnr . There's FLX archive extracting, shape drawing (watch out, there are tens of thousands so some OSes might choke), reading type info...
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    Zombie's Skunkworks - Let's have some fun :)

    > Not convinced yet :D 3D placeholder items are easy. But if you just count the amount on different items, wall and floor tiles ... it's not much. And we don't even need all of them at once. A handful replications of walls, floors, pipes and boxes ... more than enough to play around with the...
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    Zombie's Skunkworks - Let's have some fun :)

    I'm pretty sure I can extract the bounding boxes from the original items & auto-generate placeholder art, that we can then use to work on gameplay without being blocked on 3d models, and that we can use to load the original level files and start patching them up. The shapes are 30600 files...
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    Zombie's Skunkworks - Let's have some fun :)

    Yep. I did model them back then but it did drag performance down a lot. Especially adding the later particle emitter & physics caused some issues with performance. Last thing I did was a full rendering rewrite to use a different approach that was at least a decade too early - I tried to do scene...
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