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 ...
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