Some progress ...
Thursday, September 3, 2015
Wednesday, September 2, 2015
Wednesday, May 1, 2013
Unity testing
While waiting Camelot Unchained kickstarter to happen I decide to test DAoC terrain in Unity.
Albion@Cotswold area
Terrain heightmap was quite simple to import, but everything else is not simple as Unity does not provide import/export features like CryEngine does with XML import/export.
So, I decide to check C# scripting support and try directly load content from DAoC terrain assets, but hitting my head to the wall because Unity (mono) have limited DLL:s in place and I can't uncompress files directly.
Though there is way to add extra DLL:s, but this goes bit too extreme already to just for testing :) Also noticed that Unity is that it's able to use asynchronous terrain zone loading like DAoC Gamebryo engine, but sadly this is limited to Pro license only.
Albion@Cotswold area
Terrain heightmap was quite simple to import, but everything else is not simple as Unity does not provide import/export features like CryEngine does with XML import/export.
So, I decide to check C# scripting support and try directly load content from DAoC terrain assets, but hitting my head to the wall because Unity (mono) have limited DLL:s in place and I can't uncompress files directly.
Though there is way to add extra DLL:s, but this goes bit too extreme already to just for testing :) Also noticed that Unity is that it's able to use asynchronous terrain zone loading like DAoC Gamebryo engine, but sadly this is limited to Pro license only.
Sunday, September 16, 2012
Small update and NifSkope
Just a small update, I'm currently working with NifSkope to get Collada (dae) export working.
This should help importing static 3D models.
Also with new Java terrain code can build whole main land zones again (including old frontiers), though I have resize project on-going in code side to get terrain and 3D model scaling much closer to DAoC sizes.
Also with new Java terrain code can build whole main land zones again (including old frontiers), though I have resize project on-going in code side to get terrain and 3D model scaling much closer to DAoC sizes.
Saturday, May 12, 2012
Java library for MPAK file loading
Just uploaded simple java code which loads Dark Age of Camelot mpak files https://github.com/mharj/daoc-mpk-loader
Thursday, May 10, 2012
DAoC CryEngine Conversion: enhanced Cotswold
Tuesday, May 8, 2012
Wednesday, May 2, 2012
Monday, April 16, 2012
Sunday, April 15, 2012
CryEngine3 in Camelot city
Friday, April 13, 2012
Conversion moved to CryEngine SDK
Created small java library for quick reading DAoC MPAK files and running conversion "on-fly", so no more extracting everything first and then build conversion.
This makes things easier to extend, though current test conversion can only convert one zone .. so I need extend this to handle whole maps like before.
Oh and I did finally find speed-tree mapping file which Mythic uses, so now I know which are correct trees I should map with :)
Anyway, here is some Thidranki samples from latest CryEngine SDK with some old and new tree assets (can't use Crysis assets in CryEngine SDK as it's not allowed).
Sunday, July 31, 2011
Saturday, July 23, 2011
Sunday, July 17, 2011
Friday, July 15, 2011
Monday, July 11, 2011
Saturday, July 2, 2011
Crysis 2 and DAoC terrain is here!
Editor seems to work, though some issues with screenshot functionality and detail texture sizes.
New things with Crysis 2, now supporting more detailed base texture map .. so I'm pushing whole zone (4096x4096) texture as base texture (before was 512x512 for "zone").
And this is just initial import, no other enhancements done yet .. I'm just playing/learning around with basic tools.
Also Crysis 2 is very limited with objects (trees mostly), so those are from Crysis 1 and looking bit outdated.
Anyway, here is few screenshots ...
New things with Crysis 2, now supporting more detailed base texture map .. so I'm pushing whole zone (4096x4096) texture as base texture (before was 512x512 for "zone").
And this is just initial import, no other enhancements done yet .. I'm just playing/learning around with basic tools.
Also Crysis 2 is very limited with objects (trees mostly), so those are from Crysis 1 and looking bit outdated.
Anyway, here is few screenshots ...
Saturday, April 23, 2011
Be Free... Be Creative... Be the Developer
"... Editor for Crysis 2 early in summer"
I have been waiting for this news for awhile :)Also there will be free SDK for real development, but let's see if I have interest to start creating something to top of SDK.
Anyway, check http://www.crymod.com/ for full details.
Friday, March 25, 2011
Crysis 2 and Dark Age of Camelot terrain conversion
Seems that CryTek don't give (at least now) sandbox editor to Crysis2, so this project is on hold.
Though there is already tools to extract data from Crysis 2 and there is leaked Crysis 2 available with editor, but I not going to use those for this kind development.
So, I still might create few videos with Crysis 1 and even enhance conversion code a bit, but let's see ...
Though there is already tools to extract data from Crysis 2 and there is leaked Crysis 2 available with editor, but I not going to use those for this kind development.
So, I still might create few videos with Crysis 1 and even enhance conversion code a bit, but let's see ...
Thursday, October 14, 2010
Saturday, June 19, 2010
Sunday, May 30, 2010
Screen shots from Hibernia Shrouded Isles
Examples from Hibernia Shrouded Isles, also contains pre-fixes for next version for Conversion tool.
This is direct output from conversion, nothing extra added.
This is direct output from conversion, nothing extra added.
DAoC terrain to Crysis converter
First version of DAOC to Crysis conversion tool for Windows now released.
http://code.google.com/p/daoctocrysis/downloads/list
Note, this is only usable when you have DAoC installed and Crysis Sandbox.
Also requires tree models to Crysis from Exodus Pine Tree Pack and European Nature Set.
http://code.google.com/p/daoctocrysis/downloads/list
Note, this is only usable when you have DAoC installed and Crysis Sandbox.
Also requires tree models to Crysis from Exodus Pine Tree Pack and European Nature Set.
Tuesday, April 13, 2010
Free-to-use CryEngine plans emerge
Long time no see.
Interesting news as this is for new CryEngine. I was waiting to get SDK to new Crysis, but this is even better. Let's hope this happens.
Interesting news as this is for new CryEngine. I was waiting to get SDK to new Crysis, but this is even better. Let's hope this happens.
Wednesday, January 20, 2010
10000 unique visitors ...
Wow, almost 10000 unique visitors and 16000 page views from last 3 months.
Let's see if I manage to create something new this week :)
Let's see if I manage to create something new this week :)
Wednesday, January 13, 2010
Tuesday, January 12, 2010
Monday, December 28, 2009
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