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Showing content with the highest reputation on 04/16/2020 in all areas

  1. Prehistoricman

    WIP Biome BrickWorldTexture

    I have some interesting results. You can force the game to use promeshes all the time. Here are the changes you need to make to the exe to do that: Address 33592 (hex): Replace 0F 83 18 01 00 00 With 90 90 90 90 90 90 Address 335A6 (hex): Replace 0F 84 04 01 00 00 With 90 90 90 90 90 90 If you can't find the correct data at the address, do a search for the data to replace (it should be unique). That said, if it's not at the right address, the code will probably be different too. So that stops all the awkward popping in and out that can be seen when moving around. For some reason, the game doesn't seem able to stitch these meshes together properly, especially on edge walls. So you often see into the void. That might depend on hardware/graphics wrapper. This effect changes with distance. As you get closer to the edge wall, the two meshes get closer and look better (there's no longer a hole). Trivia: The two changes to the exe I just mentioned skip two checks. These checks are BEFORE the global "Wall Detail" check. Why? Who knows... There is a global variable hard coded to be 1.0 that controls how distorted the wall meshes are. Increase it to 100 and they go wild. Decrease it to 0.5 and you can only see a few tiles in front of you. Weird stuff.
    2 points
  2. lol username

    Loading .uv files in LightWave

    For those who don't know, in the days of Rock Raiders' development, LightWave didn't have built-in functionality for UV mapping. This wasn't exactly great. So another company, CineGraphics, made UView, a program that could interface with LightWave and do UV mapping! It cost like 700 bucks. https://groups.google.com/d/msg/comp.graphics.apps.lightwave/Z4eU-fBcF5g/7QCmsagFK2YJ http://web.archive.org/web/19981205124926/https://www.cinegraphics.net/Products/uview.html It seems CineGraphics is still around, but their own link to UView leads to the web archives: https://www.cinegraphics.net/ https://web.archive.org/web/20010803011902/http://cinegraphics.net/product.php?location=UView Karl thought that UView was probably used for LRR, but wasn't sure: Later, LightWave overhauled their format and also added built-in support for UV mapping, rendering UView obsolete. But, there's a plugin that loads ye olde UView (.uv) files into newer versions of LightWave, turning their data into modernized UV data stored right in the LWO file: http://www.dstorm.co.jp/dsproducts/FreePlugins/Image_IO/UView_Import.html And lo and behold, it works with LRR's .uv files! Guess that confirms DDI did use UView. For like, the two creatures in the game (triman and lava monster) that use .uv files, anyway. Just be sure to read the readme; in short, you have to manually select the texture image and assign it to the surfaces due to a limitation in the plugins system. But it works! So is this useful for modding? Not really. In order to make .uv files that LRR can read, we'd either need UView itself (seems to be lost to time?), or a custom tool. I'm currently working on the latter. But hey, we know what originally produced them, at least. And if for some reason you want to directly upgrade LRR models to newer versions of LightWave, you can I guess, lol.
    1 point
  3. Cyrem

    WIP Biome BrickWorldTexture

    It's not going to be a cake walk to do.... but it IS possible... I've forced some promeshes to display as you can see here: http://prntscr.com/s0bu62
    1 point
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