Something to drool over...

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Re: Something to drool over...

Postby silakka » Sat Jul 23, 2011 8:21 am

textures/grass_[realm].csv gives those details, like amount of grass models used for each level and chance.
Important part is that those are grouped, and group number is directly presenting pixel gray level in grassmap
So basically if you going to build new zone, just check different group content from csv and paint with correct levels of gray.
As example how I extract this csv (I'm only interested about name and chance) .. first level array is group number/pixel gray level.
Code: Select all
Array
(
    [0] => Array
        (
            [0] => Array
                (
                    [name] => grass clump 1
                    [chance] => 30
                )

            [1] => Array
                (
                    [name] => grass clump 2
                    [chance] => 30
                )

            [2] => Array
                (
                    [name] => small plant
                    [chance] => 25
                )

            [3] => Array
                (
                    [name] => seed grass 2
                    [chance] => 12
                )

            [4] => Array
                (
                    [name] => seed grass 1
                    [chance] => 3
                )

        )

    [10] => Array
        (
            [0] => Array
                (
                    [name] => brown small plant
                    [chance] => 15
                )

            [1] => Array
                (
                    [name] => brown grass clump 2
                    [chance] => 10
                )
..
..


Also I'm using densemap to clear "roads" from grass layer, but I'm not really sure what this densemap should really do, but at least for this it works ok :)

About those non-terrain, I have studied a bit, but some how coordinates didn't work same way as normal zones.

Oh and pushed few screenshots from Midgard to blog.
http://mharjula.blogspot.com/
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Re: Something to drool over...

Postby SteveSegreto2 » Sat Jul 23, 2011 8:56 am

Thank you Silakka, I PM'ed you the info about DAOC dungeons, let me know if you need any other info.
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Re: Something to drool over...

Postby silakka » Sat Jul 23, 2011 9:08 am

Ok, I'll check this, though I'll probably try to make something for nifskope to get models more easily to Crysis :)
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Re: Something to drool over...

Postby SteveSegreto2 » Sat Jul 23, 2011 9:12 am

Do you mean that if you are parsing a dungeon with three instances of BDungHall1.NIF with different WORLD matrices that you would just create three copies of that NIF File and then use NifSkope to change the transform matrix on Scene Root from identity matrix to the correct WORLD matrix specified by using Dungeon.Place file? That is fairly wasteful of resources, but it should work just so you can see the dungeons. Not to mention painful and time consuming on your part.
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Re: Something to drool over...

Postby Graveen » Sat Jul 23, 2011 9:16 am

edit: excellent tool. My last question was pointless, i had time to test it.
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Re: Something to drool over...

Postby silakka » Sat Jul 23, 2011 11:51 am

SteveSegreto2 wrote:Do you mean that if you are parsing a dungeon with three instances of BDungHall1.NIF with different WORLD matrices that you would just create three copies of that NIF File and then use NifSkope to change the transform matrix on Scene Root from identity matrix to the correct WORLD matrix specified by using Dungeon.Place file? That is fairly wasteful of resources, but it should work just so you can see the dungeons. Not to mention painful and time consuming on your part.


I don't have currently working tool chain to get models to Crysis, so I try to get NifSkope to output collada xml format, so it's easier import directly to Crysis.(without all extra steps in other tools)
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Re: Something to drool over...

Postby silakka » Sun Jul 24, 2011 8:51 pm

Interesting, EA/Mythic seems to have few links to my blog from their beta forum :)

Anyway, I already played with NifSkope code and I have xml base structure already done and some material data already correctly in place .. but sadly this going to take awhile as Collada format takes some time to build correctly.
Also I need to figure how to build model "scene" structures as it's much simpler one in obj format.
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Re: Something to drool over...

Postby silakka » Sat Jul 30, 2011 10:17 pm

Uploaded DAoC vs Crysis2 comparison image to blog :)
http://mharjula.blogspot.com/
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Re: Something to drool over...

Postby Etaew » Sat Jul 30, 2011 10:56 pm

These comparisons really do highlight the difference :)
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Re: Something to drool over...

Postby tryagain » Thu Aug 18, 2011 6:36 pm

I have fantasies about somehow marrying the soon to be released Doom 3 engine source with the DOL server. :)
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Re: Something to drool over...

Postby silakka » Fri Apr 13, 2012 10:19 am

Some updates, now moved to free CryEngine SDK, also built java tool to convert things more easily.
I got few sshots in http://mharjula.blogspot.com/ ... though meant more as eye candy than real world scenery :)

:Silakka
http://mharjula.blogspot.com/
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Re: Something to drool over...

Postby Etaew » Fri Apr 13, 2012 10:28 am

Nice work
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Re: Something to drool over...

Postby Dinberg » Fri Apr 13, 2012 3:34 pm

awesome ;)
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Re: Something to drool over...

Postby Graveen » Fri Apr 13, 2012 3:40 pm

Hello Sillaka,

Really good looking... I guess updating the graphic engine / rework on the interface would move DAoC in the run again (given the game mechanisms are somehow up-to-date)
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Re: Something to drool over...

Postby Dinberg » Fri Apr 13, 2012 5:51 pm

How is the crysis SDK btw, is it quite open with access to the lower level stuff? does it allow you to use it in conjunction with c++ or c# code?
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