DeeBerz in da house?

Deep_Blue's latest attempt to post on this forum.

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  1. Toshiba-3
     
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    Let's keep the discussion about the Maxmap level here, cross-board posting is difficult to follow.

    About the Meldpack: did you try removing ddraw.dll as I suggested on CWA? There's no reason for the executable to not work on XP, only the wrappers can be an issue (ddraw, winmm). QTZ who helped make the Meldpack is on XP too (there's an alternative ddraw in DOCS/Ddraw folder IIRC). Anyway C1SE is good too.

    About IWANTTOFIDDLE, my bad, should have also said to backup your install just in case. I'm pretty sure the game crashes because it tried to decrypt non-encrypted files. If you still have that broken install, zip it up and send it to me and I'll try to fix it.
    The kinda rule about all this is that either all files are encrypted (and it makes modding the game very annoying and difficult), or all files are non-encrypted. Somehow the game is able to mix both modes but it really isn't reliable. So yeah, we just expect modders to have a non-encrypted install.

    Here's the Max map quickly ported to C1: https://rr2000.toshiba-3.com/R6/MAXMAP_C1.ZIP
    Checkpoints aren't ported ; opponent paths were halved (only kept the main loop) as it was too many nodes/sections for C1 it seems ; noncars should be converted to the C1 version (basically you have to redo the collision box to match what C1 expects, I did it when I ported the C2 Junkyard, it's a chore) ; I suppose some smashables could be turned into noncars ; I didn't correct the minimap matrix (minimap image could be redone or enhanced as it's not readable at this size).

    I set the YON multiplier to 1000 to maximize view distance, I feel like it kinda makes sense with this level. Though it kinda kills the AI as it can't cheat anymore. I also set the default transparency for ! materials to 0 as bushes and trees used that flag and C1 renders them at 50 or 25% opacity.

    As Mastro said, to be perspective correct, textures must be 64², 128² or 256². Stuff like 128x256 aren't good either. It's not the end of the world on walls with enough subdivision in the mesh, but on the ground lack of perspective correction can be vomit inducing :lol: And yeah there's also that weird flickering/tearing induced by very long and thin triangles. Maybe setting the material to "subdiv" could help that but I'm not even sure C1 has that BRender feature implemented.

    So IMO it's definitely possible to make a fine C1 port of the Max map but there is some work to do :vccvc:
     
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52 replies since 27/3/2019, 15:38   863 views
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