I will be using this thread to just drop random Crusader stuff I'm working on / playing around with
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 culling and full instancing on the GPU. Turns out 11 years ago GPUs were really terrible at that. Ran at 6-10 fps for that first room.Wow ... way too many different topics at once. We really need to sort us, I think.
First: awesome clip! Too bad you don't have the models anymore, they would come in handy. Luckily they aren't very complex. I've never done UV mapping and unwrapping though. So for now I'm working just with different materials and shaders. It does work quite nicely and helps in keeping the "clean" look. Little details like the bolts in the X-strutted walls as actual meshes are no problem anymore. We can rebuild him, we got the technology.
> Can't send them by email since the virus scanners don't think 30600 files is reasonable.
Want me to put up a platform for sharing that stuff? Got one or two server available. Don't think Github would like that amount either on
> So the levels require a bit of work to work in rotating third-person camera.
Well ... do you want to give it a go?
If you'd do that, I would give it a go. Though I did already take a peek at your github repos. Not a pro(grammer) by any means, but I think I can port most of it over to C# for direct in-engine use. Will definitely take a shot at it.
> Mapping already done; they use a 16-bit shape ID and 8-bit frame index.
I like when work is already done Really need to read up on the current game internals. Just have the bare player memory in my head.